This talk documents the concept and structure, along with the experiences and results, of an e-learning course that successfully utilised commercial games (free versions) to teach leadership, time and project management competencies, all within an e-Learning environment.
The course was developed utilising GREAT learning resources and GBL research results (GREAT Games Catalogue for Project Managements http://www.engagelearning.eu/?p=1548 ). One of the objectives of the project GREAT http://www.projectgreat.eu/, was to develop a vision for the role of GBL in training and education and to transfer innovative methodologies to correspond with the digital preparation of the European citizens.
Fostering Entrepreneurship Through Cooperative Data and Services
Panel Discussion
Moderator: Karen Coombs, Product Manager, OCLC Developer Network, OCLC; Cyril Oberlander, Interim Director, Milne Library, SUNY College at Geneseo; Annette Bailey, Digital Assets Librarian, Virginia Tech and LibX
How do you take something you don’t own and improve something you do? Find out from four library technologists. This panel discussion presented how they’ve drawn cooperative library data from the cloud to inexpensively innovate and better meet their users’ needs through OCLC Web Services and created LibX. OCLC Web services makes data on libraries and collections available for additional application development. It’s all made possible through library cooperation and the OCLC Developer Network community.
After World War II ended in 1945, Japan made a new start toward economic reconstruction as a democratic and pacifist state. Thanks to its highly educated and abundant labor force and to the concentration of capital and resources in certain key industries, such as electric power and steel, Japan succeeded in recovering from the ruins of war and achieving industrialization during the 1950s and 1960s.
Fostering Entrepreneurship Through Cooperative Data and Services
Panel Discussion
Moderator: Karen Coombs, Product Manager, OCLC Developer Network, OCLC; Cyril Oberlander, Interim Director, Milne Library, SUNY College at Geneseo; Annette Bailey, Digital Assets Librarian, Virginia Tech and LibX
How do you take something you don’t own and improve something you do? Find out from four library technologists. This panel discussion presented how they’ve drawn cooperative library data from the cloud to inexpensively innovate and better meet their users’ needs through OCLC Web Services and created LibX. OCLC Web services makes data on libraries and collections available for additional application development. It’s all made possible through library cooperation and the OCLC Developer Network community.
After World War II ended in 1945, Japan made a new start toward economic reconstruction as a democratic and pacifist state. Thanks to its highly educated and abundant labor force and to the concentration of capital and resources in certain key industries, such as electric power and steel, Japan succeeded in recovering from the ruins of war and achieving industrialization during the 1950s and 1960s.
A look at the state of Entrepreneurship in the EU with some specific examples from One Spark and my history in Berlin. I then offer some suggestions on how I think the Transatlantic Trade and Investment Partnership could benefit entrepreneurs in the EU.
Center for Contemporary Architecture, Moscow. Public Presentation, David Barr...David Barrie
Public lecture "Urban regeneration - innovation not war" will take place on 2 December 2008 at 19.00 in the British Council (Nikoloyamskaya str. 1). The topic of the lecture is development of poor public areas by attracting specialists, investors and publics and promotion of social entrepreneurship and Web 2.0. David Barrie will show an approach to urban renewal that's based upon building networks of people and institutions, fostering social ties and so enabling transformational, sustainable change.
Center of Contemporary Architecture, Moscow
8. Opportunities And Challenges In Promoting Entrepreneurship Education In Ja...Uurdmandakh Gongor
Speech On the Opportunities and Challenges In Promoting Entrepreneurship Education In Japan By Ms. Harada Kikuko of Center For Entrepreneurship Development in Japan.
How come a fishing village can turn in 30 years into one of China's most innovative and productive city? Who are the people making Shenzhen something more than just a huge factory? What startups emerge from a city which mixes a lot of immigrants, an entrepreneurial mindset, and a fondness for shanzhai, China's creative piracy and geekery?
We've been attending the Shenzhen Maker Faire in April 2014, and were amazed by both the biggest exhibition of tinkerers and hardware geeks, and the quality of speakers in the conference.
We've also spend a day with the teams from HAXLR8R, a proeminent hardware startup accelerator based both in Shenzhen and San Francisco.
Follow our journey and discover how the startup scene of Shenzhen has been progressively built, what makes it different from Shanghai or Beijing, meet its key people and events, and do remember the name of this city as it's evolving into an epicenter of tech innovation, both for hardware startup and life sciences with BGI.
Technopreneurship and the Early Stage Ecosystem in China in 2013Chris Evdemon
20 slides about everything you should know on the state of the Chinese internet, the start-up community and resources available to entrepreneurs in China in 2013.
Opportunity Seeking In Entrepreneurship, Spotting Business OpportunitiesJorge Saguinsin
This is a lecture for entrepreneurship elective in Ateneo Graduate School in the Philippines, a leading school in MBA education. The presentation has been uploaded at slideshare for the convenience and ease of access of present and former students for the said elective. Since the presentation has been updated, the students get the newest and latest.
The most difficult part in any entrepreneurial venture is determine which business to get into. This is often stymied mostly, by seeming overcrowding and lack of opportunity in the market place. The presentation says that there are many ways to seek for those opportunities.
At Vital Signs Conference in Denmark Monty Metzger has been invited to hold a Keynote about the Future of Digital Health. The Keynote speech contains an overview of five MegaTrends in the Health & Medicine Industry: Ubiquitous Health-Tech, DataSexuals, Orchestrated Data, CrowdMarket and Empowered Patient.
Video of the Speech: http://youtu.be/wRdgNisYM9E
To support this future vision and illustrated the trends Monty has integrated best-in-class examples and international case studies from USA, Europa and Asia. We hope that this presentation can elevate your organization's point of view on the evolving healthcare landscape and inspire you to imagine a future focused on delivering superior care and patient experiences.
For Speaking requests please contact Monty Metzger at http://blog.monty.de/speaking
or contact me at monty (at) aheadoftime (dot) de
For customized Trend Reports, Corporate Workshops or international Trend Tour Requests please contact
www.aheadoftime.de
A look at the state of Entrepreneurship in the EU with some specific examples from One Spark and my history in Berlin. I then offer some suggestions on how I think the Transatlantic Trade and Investment Partnership could benefit entrepreneurs in the EU.
Center for Contemporary Architecture, Moscow. Public Presentation, David Barr...David Barrie
Public lecture "Urban regeneration - innovation not war" will take place on 2 December 2008 at 19.00 in the British Council (Nikoloyamskaya str. 1). The topic of the lecture is development of poor public areas by attracting specialists, investors and publics and promotion of social entrepreneurship and Web 2.0. David Barrie will show an approach to urban renewal that's based upon building networks of people and institutions, fostering social ties and so enabling transformational, sustainable change.
Center of Contemporary Architecture, Moscow
8. Opportunities And Challenges In Promoting Entrepreneurship Education In Ja...Uurdmandakh Gongor
Speech On the Opportunities and Challenges In Promoting Entrepreneurship Education In Japan By Ms. Harada Kikuko of Center For Entrepreneurship Development in Japan.
How come a fishing village can turn in 30 years into one of China's most innovative and productive city? Who are the people making Shenzhen something more than just a huge factory? What startups emerge from a city which mixes a lot of immigrants, an entrepreneurial mindset, and a fondness for shanzhai, China's creative piracy and geekery?
We've been attending the Shenzhen Maker Faire in April 2014, and were amazed by both the biggest exhibition of tinkerers and hardware geeks, and the quality of speakers in the conference.
We've also spend a day with the teams from HAXLR8R, a proeminent hardware startup accelerator based both in Shenzhen and San Francisco.
Follow our journey and discover how the startup scene of Shenzhen has been progressively built, what makes it different from Shanghai or Beijing, meet its key people and events, and do remember the name of this city as it's evolving into an epicenter of tech innovation, both for hardware startup and life sciences with BGI.
Technopreneurship and the Early Stage Ecosystem in China in 2013Chris Evdemon
20 slides about everything you should know on the state of the Chinese internet, the start-up community and resources available to entrepreneurs in China in 2013.
Opportunity Seeking In Entrepreneurship, Spotting Business OpportunitiesJorge Saguinsin
This is a lecture for entrepreneurship elective in Ateneo Graduate School in the Philippines, a leading school in MBA education. The presentation has been uploaded at slideshare for the convenience and ease of access of present and former students for the said elective. Since the presentation has been updated, the students get the newest and latest.
The most difficult part in any entrepreneurial venture is determine which business to get into. This is often stymied mostly, by seeming overcrowding and lack of opportunity in the market place. The presentation says that there are many ways to seek for those opportunities.
At Vital Signs Conference in Denmark Monty Metzger has been invited to hold a Keynote about the Future of Digital Health. The Keynote speech contains an overview of five MegaTrends in the Health & Medicine Industry: Ubiquitous Health-Tech, DataSexuals, Orchestrated Data, CrowdMarket and Empowered Patient.
Video of the Speech: http://youtu.be/wRdgNisYM9E
To support this future vision and illustrated the trends Monty has integrated best-in-class examples and international case studies from USA, Europa and Asia. We hope that this presentation can elevate your organization's point of view on the evolving healthcare landscape and inspire you to imagine a future focused on delivering superior care and patient experiences.
For Speaking requests please contact Monty Metzger at http://blog.monty.de/speaking
or contact me at monty (at) aheadoftime (dot) de
For customized Trend Reports, Corporate Workshops or international Trend Tour Requests please contact
www.aheadoftime.de
Hi!
I am Bert Vuylsteke, Industrial Design Engineer, and this is some of my most recent work.
Feel free to discover it and if you have any question, you can contact me on my LinkedIn: www.linkedin.com/in/vuylstekebert
Cheers !
2015 05-20 From Moodle to mooin (Development of a MOOC Platform)Andreas Wittke
Presentation by the biggest european MOOC conference eMOOCs 2015 in Mons (Belgium). The german MOOC platform mooin ( http://mooin.oncampus.de ) is based on the Open Source LMS Moodle, but has a total new User Experience. The complete style from Moodle was changed to a "Mobil First Strategy" with "Big Fat Media" elements. mooin has its focus on video-quizzes, gamification and openbadges.
IdeaClouds transforms online meetings (with low
participation) into short high-productive digital workshops. DIGITAL WORKSHOP: Real-time team collaboration combined
with a result-oriented lean workshop process.
The "Project management" module is focused to adults learners interested in learning and purchase the abilities and skills needed to be able to define a project and its different components: objectives, action plan, etc.
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
iGBL 2014 Keynote. Maja Pivec. Using Game Design to teach almost anythingMaja Pivec
Using Game Design to teach almost anything. Tales from the Serious Game Design Summer School. Professor DI Dr. Maja Pivec. iGBL Keynote, Cork, Ireland, 2014
Learning with computer games for vocational sectorMaja Pivec
Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
3. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
GREAT Project
EU Leonardo da Vinci funded project
October 2011 – September 2013
http://www.projectgreat.eu/
• Co-ordinator:
APG (Portuguese Association of Human Resource
Managers), Portugal
• Partners: AIF (IT), FH JOANNEUM (AT), GAZI University (TR),
I.ZONE (RO), MERIG (AT)
• Associated and media partners
4. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
GREAT Project
to provide methodology and guidelines for using Game-Based
Learning (GBL) in education and training
•Aim of the Research Phase
- to develop a common vision for the role for GBL in
training and education
- to elaborate a detailed Needs Analysis of Skills and
Competencies in Small and Medium Enterprises from
participating countries
5. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Results from the Online Survey
• 542 responses from 34 countries
Europe, America, Asia, Africa and Australia
• 76,6% respondents were teachers/trainers
GBL is a relevant method for learning
• 26,2% (111) of private Training Organization are
using in 79,7% (153) serious / educational games
6. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Results from the Online Survey
• communication in foreign languages
• conflict management and resolutions
• social and cultural sensitivity
• ethical competences
• interdisciplinary and cross generation learning
• sustainable behaviour
• learning alone and in groups
• learning to learn competence
• learning from experts and with pears
9. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Results from the Online Survey
GBL – Strengths
• richer learning experience
• contextual learning
• linking theory and practice
• stimulate pro-active behaviour and participation
GBL - Barriers for Usage
• duration time of game-based activities
• meeting the learning objectives
• technical equipment needed/available
• access to the resources, costs
10. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Conclusions
To improve training methods and introduce innovative
learning approaches teachers / trainers need competences to
be able to integrate digital games into the teaching, familiarise
themselves with the game-based methods and the games
themselves.
GREAT SOLUTION
• Workshops and blended learning courses for trainers
• Materials for trainers
12. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
The Course – Learning Objectives
• Acquire various competences for project management
• professional competences in project management
• gain methodological competences
(using communication platforms, giving feedback to team
members, link expertise to on-going projects of the own company)
• practice your on-line social skills
(communication and interaction, reflection, self-initiative and
taking your own responsibility)
• enhance individual competence for pro-active behaviour
(learning to learn, defining goals, assessing its achievements,
developing customized solutions)
• Learn from and with each other
• Transform learned competences to their problem area
13. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
The Course – Effective Learning
1) having a concrete experience
(doing / having and experience) followed by
2) observation of and reflection on that experience
which leads to
3) the formation of abstract concepts (analysis) and
generalizations (conclusions) which are then
4) in the phase of active experimentation used to test
hypothesis in future situations, resulting in new
experiences.
As summarized in McLeod, S. A. (2010), based on Kolb model (1984) on
experiential learning theory
14. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
The Course
Training of Leadership and Time Management competences &
increasing their soft skills, using GREAT training material
http://www.projectgreat.eu/
Course Delivery:
Two weeks, E-Learning and GBL, Moodle Platform
Games used:
Dina Dash
Tiny Tower
Sims free play
20. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Reflections on GBL
„When I started the next game I thought about what I would
do, if I wanted to start working at an agency. I took one office
space, byed many plants and a wonderful painting, a coffee
machine (a coffee machine has to be in every office where
cretivness should happen!) and after some days I really made
benefits.
My staff stayed happy (100 percent) and after some time I had
enough money to enlarge my office. ... “
21. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Reflections on GBL
„... By doing the second system - starting step-by-step I had a
better overview of all - over the staff and over the funds.
That's a thing I can keep in mind also for real projects. You can
have a big vision - but you should start small and should think
in a way where you always have the right overview.
Because if you as the head loose this basic, your company only
can go under.“
22. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Reflections on GBL
“The major difference between my game #1 and game #2 was
this: At first, I treated my enterprise like a dinner party with
friends: I hired three, four people - obviously a friendly
atmosphere where no one must be strangers, right? - and got
caught up in the details. I wanted plants and a coffee machine
before I even built an elevator; I hired researchers before I had
enough workers to even realize innovation. ….
23. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Reflections on GBL
“… At my second go, I followed the game's advised steps and
suddenly things fell into place: there is a chronology to
management.
Certain infrastructure and investments are the start of every
business - be it one of three people, or three hundred.“
24. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Reflections on GBL
“You learn how to keep the balance between investing and
earning. Maybe you get a feeling of how much work and time
is necessary in relation to the growth of your office building
and still having benefits.”
“Of course a game like this isn't able to simulate social aspects
in a realistic way. Even if there is a scale for the happiness of
the worker, there is no space for social interaction and
communication between the employees.”
25. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Reflections on E-Learning
„I think it's easier to write about what you think. So you have
time to structure your thoughts. “
„Wow! Two weeks are over (like the wind). In this weeks I
learned a lot – big outcome with a expenditure of time, but
paid off. “
„Reflecting the last two weeks simply two words pop up in my
mind: Thank You. ...I guess that most things during the course,
I did not only learn by reflecting on my own management
behaviour, but even more by gaining insights into the ideas
and feelings posted by others.“
27. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Conclusions
Success Factors
• familiarity with the e-learning platform
• course and content structure
• timing of the course
• intensive moderation
Improvements
• improving the e-learning platform
• extending the course to three weeks
• mentoring & additional individual assignments at the end
of the course
28. www.fh-joanneum.atINFORMATIONSDESIGN
INSTITUT FÜR DESIGN & KOMMUNIKATION I Prof DI Dr. MAJA PIVEC
Conclusions
“...Furthermore, the teacher as an "adviser" rather than an
"instructor" is a wonderful and functional concept for
academia. …
I hope it doesn't sound pathetic, but - e-learning made me feel
re-transported to that child I used to be And it certainly
helped that one of my tasks was to play a game! ..“
Kolb (1984) experiential learning theory states that learning follows a cyclic pattern of four stages, and the reflection on experience is part of the learning cycle itself. As summarized in McLeod, S. A. (2010), based on Kolb model, effective learning is seen when a person progresses through a cycle of four stages: of (1) having a concrete experience (doing / having and experience) followed by (2) observation of and reflection on that experience which leads to (3) the formation of abstract concepts (analysis) and generalizations (conclusions) which are then (4) in the phase of active experimentation used to test hypothesis in future situations, resulting in new experiences.
The Figure 1 shows Kiili’s suggested learning process while playing digital games, in both single and double loops. Kiili (2007) suggests that reflection may occur in isolation or during collaboration with others, but states that only the player themselves learn while refecting on their own experiences. He also states that not only the reflective process is vital for learning, but also the feedback that the game provides is critical from the learning point of view.
E-books, presentations, assessment sheets, catalogue of games
On-line part we developed based on Gilly Salmon e-tivities
Therefore, for this project we searched for fast paced and turn based games, that allow players make reasonable progress and achieve results in relatively short time, and where versions are available for free. From the GREAT Games Catalogue (2013) we selected Diner Dash, Tiny Tower and Sims free play. All these games are commercially available, and there are no-cost versions that can be played. A short game-play description and where the games can be downloaded was provided.
Diner Dash- the player has to manage customer orders in a restaurant within a short period of time, i.e. optimizing sequence of taking orders and providing food. This leads to stressful situations that need to be resolved in a way that customers stay happy. Targeted PM competences: resilience and stress management skills, time management.
Tiny Tower – in this open ended game, the player tries to build a tower in which people live and work. This includes building floors, providing stores for food and entertainment and keeping the inhabitants happy. Targeted PM competences: leadership, people management, cost management, planning.
Sims free play - game is an open ended simulation of a small town. The goal of the game is to increase the wealth of the town and to keep the inhabitants happy. There are three virtual points systems in place: Simoleons, the virtual currency, is earned through the jobs the Sims do and the overall worth of the city, Experience points are gained through most interactions with the game like providing food for a Sim or building another home, and Lifestyle points are gained for reaching special goals. Targeted PM competences: planning, time management, cost management.
Out of 10 active participants, 9 reported on their play experience and were active in discussions. Several students played two or three games and then reported on one. More than half of the students outlined that they played one game two times. First time they just intuitively played the game and tried to progress the best they could. Often they would struggle and after several attempts they would figure out how best to progress.
Second attempt was either based on reading first the manual and in game instructions or elaborating a strategy in advance, that resulted in smoother play, students understood and were guided by the in-game feedback, achieved better results and learned better. This learning cycle as described by students is well presented in Problem based Gaming Model by (Kiili, 2007).
Out of 10 active participants, 9 reported on their play experience and were active in discussions. Several students played two or three games and then reported on one. More than half of the students outlined that they played one game two times. First time they just intuitively played the game and tried to progress the best they could. Often they would struggle and after several attempts they would figure out how best to progress.
Second attempt was either based on reading first the manual and in game instructions or elaborating a strategy in advance, that resulted in smoother play, students understood and were guided by the in-game feedback, achieved better results and learned better. This learning cycle as described by students is well presented in Problem based Gaming Model by (Kiili, 2007).
Students easily related games to different PM areas in real life, e.g. resource management in general, how to grow business, pointed out importance to understand staff and motivate them, they thought about pros and cons of different distribution in offices, communication with customers, people with special needs, decision making, time management.
Even the two students with less affection towards games outlined some learning value of playing, and also pointed out the missing social component that is important in the real life.
As shown in the previous chapter, students were very active and exploratory learners, and the participation was evenly distributed through the course. Very often we would observe bouncing ideas from each other, and elaborating in the group on the solution. Enclosed are some excerpts from our participants’ posted reflections, where they express their thoughts on the course and (e)learning method.
The E-Learning form of a course was well chosen and allowed all students to participate in addition to their regular classes. GBL activities were well placed, supported active learning and for some students playing games opened new focus on learning. As one of our students outlined in her final reflection:
The E-Learning form of a course was well chosen and allowed all students to participate in addition to their regular classes. GBL activities were well placed, supported active learning and for some students playing games opened new focus on learning. As one of our students outlined in her final reflection:
The E-Learning form of a course was well chosen and allowed all students to participate in addition to their regular classes. GBL activities were well placed, supported active learning and for some students playing games opened new focus on learning. As one of our students outlined in her final reflection: