The Use of Serious Games in the Corporate Sector


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Presentation by Lynda Donovan, Pedagogical Lead at the Learnovate Centre, on her research report on the use of serious games in the corporate sector at the Irish Symposium on Game Based Learning, Dublin, 6-7 June 2013.

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  • Gartner research indicates that only 35% of employees are engaging with the training/learning they are receiving.There is a growing millennial workforce that sees a huge disconnect between the way they interact with information in the real world and in the workplace.Authentic learning through experience and that’s where the games come in
  • Corporate L&D is looking to the eLearning industry to provide them with TEL solutions to address their problems and they in turn are coming to us at Learnovate to provide them with pedagogical advice and technology solutions relating to Serious Games…
  • In terms of serious games the research brief from our industry partners was as follows…
  • We conducted a SoTA report into The Use….covering the ped of serious games, the research evidence for the effectiveness of serious games in learning,…
  • Before we go on to look at the pedagogy and research evidence for GBL, lets consider the key attributes of games and not just computer games but any game – because learning through games is nothing new. Curiosity – cognitive and sensory, control – self determination is a powerful motivator for learning.
  • A key learning theory underpinning GBL is constructivism which views learners as active participants in their learning. All the learning theories below it have their roots in constructivist thinking. Experiential learning where experience leads to understanding and learning. Cognitive apprenticeship which has its roots in situated learning and authentic learning experiences. Self-determination theory – the feelings of competence and control that games elicit in players, SLT – how observation and imitation can change behavioursOther learning theories underpinning gbl their roots in constructivism
  • A meta-analysis combines the results of a number of research studies to identify trends or patterns
  • Cisco’s Mind Share – prepare employees for networking exams
  • Marriott Hotels’ My Marriott Hotel – recruitmentSiemens marketing and salesCoCo sim – customisable game – to teach business processes, manage stock
  • The Use of Serious Games in the Corporate Sector

    1. 1. Serious Games for Corporate LearningLynda Donovan, Pedagogical Lead, Learnovate CentrePartnering industry with researchto pioneer learning innovation
    2. 2. www.learnovatecentre.orgTo enhance the competitiveadvantage of Ireland’s learningtechnology industry bypartnering business with worldclass academic researchLearnovate Centre - Mission
    3. 3. www.learnovatecentre.orgTrinity CollegeDublinUniversity CollegeDublinWaterford Instituteof TechnologyNUI GalwayAcademia23 Industrypartners tradingwithin IrelandIndustry-Led CollaborationIndustry
    4. 4. www.learnovatecentre.orgCurrent Industry Partners
    5. 5. www.learnovatecentre.orgShared Research Agenda• Augmented Reality• Intelligent Agents• Games & Virtual Worlds• Assessment Methods• Performance Analytics• Return on Investment• Intelligent ContentDelivery• Location-basedLearning• Hands-on Learning• Interoperability• Social Learning• Search• PersonalisationSocial &InformalLearningMobile &CollaborativeLearningMetrics &AssessmentImmersiveLearning
    6. 6. www.learnovatecentre.orgCorporate L&D in• Lack of employee engagement• Growing millennial workforce learning pulled not pushed just-in-time, just-for-me, just-enough social and collaborative authentic - learning through experience
    7. 7. www.learnovatecentre.orgTechnology Enhanced Learning Serious GamesPoint-of-need, personalised learningInformal/Social/CollaborativeImmersive Learning EnvironmentsSmart Learning Analytics
    8. 8. www.learnovatecentre.orgResearch BriefThe pedagogical evidence to support the useof serious games for corporate learningCorporate adoption of serious gamesThe types of corporate learning for whichserious games are being usedDesign guidelines for serious games
    9. 9.• Pedagogy• Research evidence• Adoption and application• Barriers to adoption• Design guidelines for GBL• Pedagogy• Research evidence• Adoption andapplication• Barriers to adoption• Design guidelines forGBL
    10. 10. www.learnovatecentre.orgPedagogy and Research Evidence for GBLKey attributes of games:• Fun…Curiosity…Fantasy• Story/Challenge• Reward• Control• Collaboration
    11. 11. www.learnovatecentre.orgPedagogy of GBLConstructivismExperiential LearningCognitive ApprenticeshipSelf-Determination TheorySocial Learning Theory
    12. 12. www.learnovatecentre.orgResearch EvidenceMeta-Analysis StudiesIndustry Research
    13. 13. www.learnovatecentre.orgMeta-Analyses Research Evidence• Improvements in attitudes and engagement(Vogel 2006, Ke 2009)• Cognitive gains compared to other instructional methods(Vogel 2006, Wouters et al 2013)• Improvements in higher order learning skills(Ke 2009, Wouters et al 2013)• Improved learning outcomes (Sitzmann 2011, Wouters et al 2013)• Improvements in retention and transfer of learning(Sitzmann 2011, Wouters et al 2013)
    14. 14. www.learnovatecentre.orgCorporate Adoption and ApplicationStarted with Large Organisations:• Deloitte• Cisco• IBM• Marriott HotelsBeginning to trickle down…
    15. 15. www.learnovatecentre.orgCorporate Application of SeriousGames• Sectors:Finance, Business, Hospitality, Healthcare• Business processes:Recruitment, Training, Marketing/Sales• Training: Compliance, Procedural, Soft-skills…• Application across employee lifecycle:Recruitment, New Hire Orientation, Skillstraining, Leadership training…
    16. 16. www.learnovatecentre.orgDeloitte’s Business Simulation GameDeloitte’s Business Simulation GameHilton Garden Inn’s Ultimate Team PlayHilton Garden Inn’s Ultimate Team PlayIBM’s CityOneIBM markets products and servicesCisco’s Mind Share
    17. 17.
    18. 18. www.learnovatecentre.orgCompliance TrainingInteractive Services for a Global Financial Services Organisation
    19. 19. www.learnovatecentre.orgDesign Guidelines for Serious Games• Challenge – instructional goals, narrative• Control – no dead ends, no back-to-the-start features• Fantasy – integral relationship with learning content• Reward – commensurate with level of attainment• Impact – both affective and cognitive learning domains
    20. 20. www.learnovatecentre.orgBarriers to Corporate Adoption• Cost– Medium fidelity game = high-end piece of eLearning– Client contact hours during design phase– Layering game engines (Sealund, Unity3D) over LMS tocreate new games and introduce game mechanics intoexisting content• Poor game design– Focus on badges, leaderboards only– No involvement of instructional designers• Disruptive innovation– Learning ≠ Fun– Integration with legacy learning infrastructures• Skills shortage
    21. 21. www.learnovatecentre.orgFurther Learnovate Centre Research• Defining appropriate metrics for evaluation of theimpact of GBL on corporate business processese.g. training• Assessment through GBL – coverage ofCorporate, K-12 and Higher Education sectors
    22. 22. Thank you
    23. 23. www.learnovatecentre.orgThe report is available