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T4E 2014 
Serious Games and Virtual 
Devices 
Viplav Baxi 
LearnOS 
Twitter: @viplavbaxi 
Blog: http://learnos.wordpress.com
Gamification, Serious Games and Simulations 
The Gamification of Education, Knewton, Feb 21, 2012 
“self-efficacy, declarative knowledge, procedural knowledge, 
and retention results all suggest that training outcomes are 
superior for trainees taught with simulation games relative to 
the comparison group’ 
Source: (Sitzmann, T. (2011), A meta-analytic examination of the instructional effectiveness of computer-based simulation games. 
Personnel Psychology.Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction) 
2
Simulations 
Serious Games 
Fantasy worlds 
“Real” worlds 
Competition Experience, Behavior 
Simple rules Complex rules 
Highly Graphical/3D Variable GFX sophistication 
Examples: 
World of Warcraft 
Simcity 
Civilizations 
Examples: 
Scientific simulations 
Business simulations 
Augmented 4D Simulations 
Non-linear learning experiences 
Skills for problem solving and teamwork 
Usually highly precise and ordered systems 
Effective learning tools 
Trans-Reality Games 
Gamification 
Layered Gameplay 
Simplified frameworks 
for competitive 
learning situations 
Games that seamlessly blend virtual and physical gameplay 
Location based, Augmented, Mixed realities 
Badges 
Levels 
Avatars 
Leaderboards 
Use of game 
techniques in non-game 
situations 
Game experiences integrated with daily routines, social networks and media
Elements of Gamification Design 
• Points 
• Resource Collections 
• Avatars 
• Quests 
• Progressions and Leaderboard 
• Levels of complexity 
• Badges 
• The concept of Badges is an important one in online Learning today 
• Badges are seen to increase motivation and provide portable references of 
accomplishments for students 
• Humans are “hard-wired” to enjoy games and have a natural tendency to interact 
more deeply in activities that are framed in a game construct. 
4 
George Olteanu, Into the Future of Gamification, 15-Jun-13 
Gamification 
Gamification is the use of game mechanics to drive engagement 
in non-game business scenarios and to change behaviours in a 
target audience to achieve business outcomes. 
(Source: Gartner IT Glossary)
Jillian Michaels encourages users to stay on track with her fitness programs using 
gamification techniques for a number of fitness challenges. With a multitude of 
challenges to choose from, users can select a program that’s most closely aligned with 
personal goals and lifestyle. Each challenge uses its own set of gamification techniques, 
such as contests and prizes, badges, partner and group challenges. 
http://blogs.clicksoftware.com/clickipedia/top-25-best-examples-of-gamification-in-business/
Treehouse is a virtual training academy for learning code, app development, and business skills, 
used by beginners to learn valuable career skills and experienced professionals for career 
advancement. Students choose from various tracks for defined outcomes, and earn badges and 
points as they work through the library of courses to show off their achievements and impress 
potential employers. Tracks are broken into manageable chunks, and a tracker shows your progress 
as you work towards your goals. The more points you earn, the higher your potential salary. 
http://blogs.clicksoftware.com/clickipedia/top-25-best-examples-of-gamification-in-business/
Elements of Serious Game Design 
• Theme or Plot 
• Analogical learning (learning is extrapolated for use in real life) 
• Relatively more complex game dynamics 
• Games personas / avatars 
• Instant Rewards 
• Levels of challenges 
• Serious Games keep the character of video and computer games 
• They are, however, linked to a serious end objective, such as learning how to do 
something or changing the way you are 
• Gameplay is an integral part of the plot, not layered on 
7 
Serious Games 
Serious Games are games for more serious uses, like education and health. 
They are built in the same fantasy/other worldly style of entertainment 
games, but are intended for more serious objectives like learning and 
behavioural change.
Kingdom Konquest: A serious game to teach insurance 
professionals the techniques of portfolio balancing and 
management through a war theme/plot
Civilization: Beyond Earth 
Explore and colonize an alien planet, research new technologies, 
amass mighty armies, build incredible Wonders and shape the face 
of your new world
Elements of Simulations Design 
• Real world experience-based 
• Experiential learning (learning is directly applicable to real life situations) 
• Well defined rules, processes and structures 
• Real-life outcome based metrics 
• Levels of difficulty and complexity 
• Simulations are built on the basis of real-life elements 
• Learning is directly transferable to the job or task at hand 
• Most suited for process and decision based training 
10 
Simulations 
Rigorously defined, hi-fidelity environments very close to real life and 
designed for skill transfer to the real world
You are in an emergency 
room trying to revive a 
patient seriously hurt. 
The instruments, 
information panels and a 
team of assistants help and 
observe you in the process
Co-creating, shared 
construction of real world 
models (like for networks 
or molecular structures)
Experiencing and exploring 
machines. Working in a hi-fidelity 
machine 
environment for engineers.
Officer selects the 
appropriate greeting… 
Finacle system 
Stamps 
Phone 
Printer 
UV Scanner 
Counting 
Machine 
Customer Service 
examples of simulations
Elements of Trans-real Game Design 
• Real and/or Fictional experiences 
• Real and Virtual world components 
• Experiential/Analogical learning 
• Well defined interfaces between real and virtual 
• Examples include Alternate Reality, Mixed Reality, Location Augmented games 
• Levels of difficulty and complexity 
• Trans-real gaming involves gaming as part of everyday life – play and work 
• Can be used for serious learning experiences and may involve elements of 
serious games, simulations and gamification 
15 
Trans-reality Games 
Games that blend the virtual game play with the physical game 
play providing a 360 degrees gaming experience. Can involve 
elements of gamification, serious games and simulations.
WorldWithoutOil 
http://worldwithoutoil.org/ 
An Alternate Reality Game 
“collectively imagining and collaboratively chronicling the 
oil shock” 
• First 32 weeks of a global oil crisis 
• Over 1900 players 
• 1500 stories 
• An example of social activism 
• Tour at http://gretchenv.wordpress.com/
Google glass is a pair of “glasses” but in reality it’s an awesome augmented reality 
product that allows the user to take pictures, videos, use GPS, send messages and 
much more hands free! The user is able to see real world surroundings and use the 
glasses to do multiple activities during daily life. 
http://www.creativeguerrillamarketing.com/guerrilla-marketing/10-rockstar-examples-augmented-reality-2014/
• Single user / Multi-user 
• Synchronous / Asynchronous 
• Self-paced / Blended classroom 
• Adaptive, Intelligent / Fixed 
• Simple / Complex variables, algorithms 
• Social, Networked / Web 1.0 
• Hardware Augmented / Software 
• Location / No location 
• Tablet / Phone / PC / Web / Cloud 
• Type (Simulation / Serious Game / ARG / Mobile Game) 
• Design Strategies (Evidence Centered Design, Epistemic Games) 
• Competency / Action-Outcome based 
18 
Key Design Considerations
• Increase student engagement and participation 
• Allow safe-to-fail experiences 
• Learn important things about students’ learning patterns and 
preferences through their “play” 
• Allow learners to evidence skills through Badges 
• Allow geographically remote areas to be linked in through Virtual 
LABs or virtual gaming experiences 
• Prepare for next generation education on wearable computing and 
quantified self devices that are already appearing on the horizon 
19 
Key Benefits
• Cost, Money and Time 
• Expertise: Low skill base in India 
• Quality frameworks/benchmarks not available 
• Productivity: Lack of frameworks and tools 
• Standards not defined 
• A shared vocabulary for design, development and inter-operable use 
• Some shared understanding of quality 
• Tracking, Capture & Reporting of Learning Analytics 
• https://www.youtube.com/watch?feature=player_embedded&v=W1Yp_KNTJBE 
20 
Key Challenges
Thank You. 
Viplav Baxi’s Meanderings 
http://learnos.wordpress.com 
LearnOS Consulting Services 
vb@learnos.com 
Twitter: @ViplavBaxi

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T4E 2014 Serious Games and Virtual Devices

  • 1. T4E 2014 Serious Games and Virtual Devices Viplav Baxi LearnOS Twitter: @viplavbaxi Blog: http://learnos.wordpress.com
  • 2. Gamification, Serious Games and Simulations The Gamification of Education, Knewton, Feb 21, 2012 “self-efficacy, declarative knowledge, procedural knowledge, and retention results all suggest that training outcomes are superior for trainees taught with simulation games relative to the comparison group’ Source: (Sitzmann, T. (2011), A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology.Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction) 2
  • 3. Simulations Serious Games Fantasy worlds “Real” worlds Competition Experience, Behavior Simple rules Complex rules Highly Graphical/3D Variable GFX sophistication Examples: World of Warcraft Simcity Civilizations Examples: Scientific simulations Business simulations Augmented 4D Simulations Non-linear learning experiences Skills for problem solving and teamwork Usually highly precise and ordered systems Effective learning tools Trans-Reality Games Gamification Layered Gameplay Simplified frameworks for competitive learning situations Games that seamlessly blend virtual and physical gameplay Location based, Augmented, Mixed realities Badges Levels Avatars Leaderboards Use of game techniques in non-game situations Game experiences integrated with daily routines, social networks and media
  • 4. Elements of Gamification Design • Points • Resource Collections • Avatars • Quests • Progressions and Leaderboard • Levels of complexity • Badges • The concept of Badges is an important one in online Learning today • Badges are seen to increase motivation and provide portable references of accomplishments for students • Humans are “hard-wired” to enjoy games and have a natural tendency to interact more deeply in activities that are framed in a game construct. 4 George Olteanu, Into the Future of Gamification, 15-Jun-13 Gamification Gamification is the use of game mechanics to drive engagement in non-game business scenarios and to change behaviours in a target audience to achieve business outcomes. (Source: Gartner IT Glossary)
  • 5. Jillian Michaels encourages users to stay on track with her fitness programs using gamification techniques for a number of fitness challenges. With a multitude of challenges to choose from, users can select a program that’s most closely aligned with personal goals and lifestyle. Each challenge uses its own set of gamification techniques, such as contests and prizes, badges, partner and group challenges. http://blogs.clicksoftware.com/clickipedia/top-25-best-examples-of-gamification-in-business/
  • 6. Treehouse is a virtual training academy for learning code, app development, and business skills, used by beginners to learn valuable career skills and experienced professionals for career advancement. Students choose from various tracks for defined outcomes, and earn badges and points as they work through the library of courses to show off their achievements and impress potential employers. Tracks are broken into manageable chunks, and a tracker shows your progress as you work towards your goals. The more points you earn, the higher your potential salary. http://blogs.clicksoftware.com/clickipedia/top-25-best-examples-of-gamification-in-business/
  • 7. Elements of Serious Game Design • Theme or Plot • Analogical learning (learning is extrapolated for use in real life) • Relatively more complex game dynamics • Games personas / avatars • Instant Rewards • Levels of challenges • Serious Games keep the character of video and computer games • They are, however, linked to a serious end objective, such as learning how to do something or changing the way you are • Gameplay is an integral part of the plot, not layered on 7 Serious Games Serious Games are games for more serious uses, like education and health. They are built in the same fantasy/other worldly style of entertainment games, but are intended for more serious objectives like learning and behavioural change.
  • 8. Kingdom Konquest: A serious game to teach insurance professionals the techniques of portfolio balancing and management through a war theme/plot
  • 9. Civilization: Beyond Earth Explore and colonize an alien planet, research new technologies, amass mighty armies, build incredible Wonders and shape the face of your new world
  • 10. Elements of Simulations Design • Real world experience-based • Experiential learning (learning is directly applicable to real life situations) • Well defined rules, processes and structures • Real-life outcome based metrics • Levels of difficulty and complexity • Simulations are built on the basis of real-life elements • Learning is directly transferable to the job or task at hand • Most suited for process and decision based training 10 Simulations Rigorously defined, hi-fidelity environments very close to real life and designed for skill transfer to the real world
  • 11. You are in an emergency room trying to revive a patient seriously hurt. The instruments, information panels and a team of assistants help and observe you in the process
  • 12. Co-creating, shared construction of real world models (like for networks or molecular structures)
  • 13. Experiencing and exploring machines. Working in a hi-fidelity machine environment for engineers.
  • 14. Officer selects the appropriate greeting… Finacle system Stamps Phone Printer UV Scanner Counting Machine Customer Service examples of simulations
  • 15. Elements of Trans-real Game Design • Real and/or Fictional experiences • Real and Virtual world components • Experiential/Analogical learning • Well defined interfaces between real and virtual • Examples include Alternate Reality, Mixed Reality, Location Augmented games • Levels of difficulty and complexity • Trans-real gaming involves gaming as part of everyday life – play and work • Can be used for serious learning experiences and may involve elements of serious games, simulations and gamification 15 Trans-reality Games Games that blend the virtual game play with the physical game play providing a 360 degrees gaming experience. Can involve elements of gamification, serious games and simulations.
  • 16. WorldWithoutOil http://worldwithoutoil.org/ An Alternate Reality Game “collectively imagining and collaboratively chronicling the oil shock” • First 32 weeks of a global oil crisis • Over 1900 players • 1500 stories • An example of social activism • Tour at http://gretchenv.wordpress.com/
  • 17. Google glass is a pair of “glasses” but in reality it’s an awesome augmented reality product that allows the user to take pictures, videos, use GPS, send messages and much more hands free! The user is able to see real world surroundings and use the glasses to do multiple activities during daily life. http://www.creativeguerrillamarketing.com/guerrilla-marketing/10-rockstar-examples-augmented-reality-2014/
  • 18. • Single user / Multi-user • Synchronous / Asynchronous • Self-paced / Blended classroom • Adaptive, Intelligent / Fixed • Simple / Complex variables, algorithms • Social, Networked / Web 1.0 • Hardware Augmented / Software • Location / No location • Tablet / Phone / PC / Web / Cloud • Type (Simulation / Serious Game / ARG / Mobile Game) • Design Strategies (Evidence Centered Design, Epistemic Games) • Competency / Action-Outcome based 18 Key Design Considerations
  • 19. • Increase student engagement and participation • Allow safe-to-fail experiences • Learn important things about students’ learning patterns and preferences through their “play” • Allow learners to evidence skills through Badges • Allow geographically remote areas to be linked in through Virtual LABs or virtual gaming experiences • Prepare for next generation education on wearable computing and quantified self devices that are already appearing on the horizon 19 Key Benefits
  • 20. • Cost, Money and Time • Expertise: Low skill base in India • Quality frameworks/benchmarks not available • Productivity: Lack of frameworks and tools • Standards not defined • A shared vocabulary for design, development and inter-operable use • Some shared understanding of quality • Tracking, Capture & Reporting of Learning Analytics • https://www.youtube.com/watch?feature=player_embedded&v=W1Yp_KNTJBE 20 Key Challenges
  • 21. Thank You. Viplav Baxi’s Meanderings http://learnos.wordpress.com LearnOS Consulting Services vb@learnos.com Twitter: @ViplavBaxi