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Science & Art of Some Serious Games - Presented at Interactive Entertainment Conference, Sydney

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KnowledgeWorking presented at the Interactive Entertainment Conference held at the University of New South Wales, Sydney on 18 Dec 2009.

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Science & Art of Some Serious Games - Presented at Interactive Entertainment Conference, Sydney

  1. 1. 6th Australasian Conference on Interactive Entertainment Sydney, Dec 2009 The Art & Science of Some Serious Games & Business Simulations
  2. 2. Powering the gears Learning is changing Generational considerations Changing workplace Improve work performance Stronger ROI considerations Enhancing Knowledge and Learning Web Cheaper, faster IT enabled Web 2.0 technologies Bottoms Up content generation
  3. 3. Demos Global Conflicts Series – Child Soldiers What Behind the design Demo – Isaac Joshi www.globalconflicts.eu IndustryMasters Multiplayer Business Simulation What Behind the design Demo www.industrymasters.com
  4. 4. learning collaboration knowledge Solutions and services for technology Serious & Persuasive enabled Games
  5. 5. Global Conflict Series Selected productions Serious Games Interactive 2009 ©
  6. 6. Research and design principles • To construct our game designs we initially rely on documentaries, newspaper articles and reports from NGOs, state agencies and consultants. • We then design the games and get feedback on the game play from “content expert” which can include university professors, teachers, relevant journalists, and locals from the relevant region. • This allows us to verify the relevance of the storyline and topic and the accuracy and balance of our presentation of the specific conflict.
  7. 7. What? Game-based learning • Computer games represent an interactive learning approach, in which the user’s choices has direct consequences. • Games constitute problem-focused learning, i.e. problem-solving provides satisfaction. • Serious games exploits the engagement of the user in the virtual world to provide strong learning experiences with value in the real world.
  8. 8. Focus Areas Global Conflicts is a 3D educational game series aiming to increase the level of engagement in education! Platform: Web-based & CD-Rom Playtime: 45-60 minutes per episode Target: Students in the age 13-20 years Subjects: Citizenship, history and media subjects Game: Assume the role of a freelance journalist / representative from international organization out to investigate stories about the challenges people face in various parts of the world.
  9. 9. Research and design principles • To construct our game designs we initially rely on documentaries, newspaper articles and reports from NGOs, state agencies and consultants. • We then design the games and get feedback on the game play from “content expert” which can include university professors, teachers, relevant journalists, and locals from the relevant region. • This allows us to verify the relevance of the storyline and topic and the accuracy and balance of our presentation of the specific conflict.
  10. 10. Design principles Layers and learning objectives •Content (Central problems in around the world): Experience central problems in the region through real personal accounts. •Themes (Pollution, human rights& new democracies): Learn about the role of pollution, human rights and new democracies in global conflicts. •Methods (Source criticism & structuring arguments): Learn to be dig out relevant information, the agenda of sources, and article writing. •Competences (Perspective-taking, critical thinking & bias awareness): Learn about the importance of digging deep while thinking critically of bias as you are presented with a variety of perspectives.
  11. 11. Global Conflicts Teaching with Global Conflicts form Teacher Play Group Plenum talks Game discussions Read topic overview Explore perspectives Discuss experiences Debriefing Overview of theme Experience issues Write article Evaluation Teacher manual Mission sheets Work sheets Topic overview Online resources Other curriculum http://learning.seriousgames.dk/
  12. 12. Collect Statements & Arguments
  13. 13. Final Meeting with Kony
  14. 14. Do you succeed or fail ?
  15. 15. learning collaboration knowledge Solutions and services for technology Online Business enabled Simulations
  16. 16. Online Business Simulations Online Multiplayer Simulations Learning for Basic Finance Leadership Entrepreneurship Management
  17. 17. Business Concepts Share Price Share Price Economic Parameters Your Interest Rates Competition Competition Company Cost of Labour etc Financials Strategy Product Capacity P&L R&D Maturity Supply Level Cash Flow Customer Supply Service Level Debt Ratios HR Pricing Balance Sheet Quality Marketing
  18. 18. IndustryMasters Business Simulations Instrodction Video
  19. 19. Financial Concepts
  20. 20. Industry & Topical Simulations Chemicals & Energy Processed Food Pharmaceuticals Recreation Metal Automotive Appliances Cosmetics Electronics Machinery Beverages Aerospace Wood & Paper Textile Staple Food Agriculture
  21. 21. Flexible Delivery
  22. 22. learning collaboration knowledge Solutions and Simulation Based services for technology enabled Competitive Learning Events
  23. 23. Some Examples MouseTrap Tactica Finance Department IIM-A Business School IIFT Business School Global Conference Competition Competition Part of a virtual Running since 2005 More 1000 participants conference. 350 teams 2009 Focus on Financial Participants from 3 Crises 2009 Focus on Foreign Trade continents More than 300 teams Sponsored by Microsoft More than 300 teams Sponsored by SAIL
  24. 24. Oil & Gas Exploration Simulation
  25. 25. Thank you KnowledgeWorking helps organisations improve business performance through the innovative and practical use of Knowledge Management, Learning and Collaborative solutions. www.knowledgeworking.com enquiry@knowledgeworking.com

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