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This Learnovate Centre (http://www.learnovatecentre.org) presentation was delivered at the iGBL 2013 symposium on June 6th 2013. The presenter was Neil Peirce and the presentation was based on a research report published by the centre. The full report is available at: http://www.learnovatecentre.org/research-report-digital-game-based-learning-for-early-childhood/
The presentation is by #Tabschool an India based Edtech Company which focuses on #Adaptive #Learning and is built on Concept of Self Organizing Learning Environment (SOLE) and depicting future of learning through Tabschool App.
CVG - Education Technology Software - Second Thursday Event - July 2014 Paige Rasid
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We live in a world where 263 mill children are out of school, and over 600 million do not learn the basics (Reading and Maths). Our innovative mobile technology provides mass customization of education, leveraging on game mechanics, social networks and incentivesâquality and personalized learning at scale. Millions of children around the world are not learning or receive an education which fails to provide them with the technical, critical thinking and problem-solving skills they need to enter the changing workforce of the future and transform their lives.
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Best Practices for Using Games and Simulations in the ClassroomSIIA12
Â
Practical hands-on tips and insights for successfully integrating games into classroom practice. Guidelines to successfully implement games in classrooms in grades 5-12, from those schools and companies that have pioneered this space.
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After hearing your presentations, weâll look at some of the issues raised by the rapid pace of technological change and explore some ways in which schools can best make discerning use of new technology. I also explore some current trends and we look at some technologies that may well find a place in the classroom of the not too distant future, or whatever may replace it.
We conclude with a review of the assessment requirements and an opportunity to reflect on the module.
Presentation of Badrul H. Khan, Joseph Rene Corbeil, Maria Elena Corbeil for the Open Education Week's fifth day webinar on "http://www.eden-online.org/eden_conference/microlearning-and-quality-for-lifelong-learning-in-the-digital-age/" - 6 March 2020, 13:00 CET
http://www.eden-online.org/eden_conference/microlearning-and-quality-for-lifelong-learning-in-the-digital-age/
In this issue âThe 10 Most Innovative Edtech Companies to Watchâ, weâve portrayed those global organizations which are creating and spreading new technological solutions to make learning fun with the magic of AR, VR and AI. Also a rich plethora of information about the recent developments in the
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Webinar slides originally presented by Dr. Dale McManis on September 22, 2011, reviewing best practice tip for selecting developmentally appropriate technology for children.
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Presentation of Badrul H. Khan, Joseph Rene Corbeil, Maria Elena Corbeil for the Open Education Week's fifth day webinar on "http://www.eden-online.org/eden_conference/microlearning-and-quality-for-lifelong-learning-in-the-digital-age/" - 6 March 2020, 13:00 CET
http://www.eden-online.org/eden_conference/microlearning-and-quality-for-lifelong-learning-in-the-digital-age/
In this issue âThe 10 Most Innovative Edtech Companies to Watchâ, weâve portrayed those global organizations which are creating and spreading new technological solutions to make learning fun with the magic of AR, VR and AI. Also a rich plethora of information about the recent developments in the
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Webinar slides originally presented by Dr. Dale McManis on September 22, 2011, reviewing best practice tip for selecting developmentally appropriate technology for children.
Strategic Innovation in Education for the 21st CenturySamer Chidiac
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A data-rich dive into the state of education technology from the leading and most active edtech fund. We focus here on school-based education technology with case studies of emerging frontier tech.
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Modulation Digital, located in the heart of Delhi, has emerged as a frontrunner in this space, offering a holistic approach to digital marketing education.
âLionforceâ is focused on providing timely, cost-effective and creative solutions to its customers. Our vision has been to harness the unparalleled power of digital technology to make any business more relevant to changing times. We put in our best efforts to develop exciting & state-of-the-art products & solutions. You can consider us as a one-stop solution for all your learning and creative needs. You get to interact with highly qualified professionals who believe that every need is unique and aim to provide customized solutions that are tailored to suit various business needs.
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the rider chooses the destination and the route
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The Use of Serious Games in the Corporate Sector
1. Serious Games for Corporate Learning
Lynda Donovan, Pedagogical Lead, Learnovate Centre
Partnering industry with research
to pioneer learning innovation
2. www.learnovatecentre.org
To enhance the competitive
advantage of Irelandâs learning
technology industry by
partnering business with world
class academic research
Learnovate Centre - Mission
8. www.learnovatecentre.org
Research Brief
The pedagogical evidence to support the use
of serious games for corporate learning
Corporate adoption of serious games
The types of corporate learning for which
serious games are being used
Design guidelines for serious games
9. www.learnovatecentre.org
⢠Pedagogy
⢠Research evidence
⢠Adoption and application
⢠Barriers to adoption
⢠Design guidelines for GBL
⢠Pedagogy
⢠Research evidence
⢠Adoption and
application
⢠Barriers to adoption
⢠Design guidelines for
GBL
13. www.learnovatecentre.org
Meta-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)
15. www.learnovatecentre.org
Corporate Application of Serious
Games
⢠Sectors:
Finance, Business, Hospitality, Healthcare
⢠Business processes:
Recruitment, Training, Marketing/Sales
⢠Training: Compliance, Procedural, Soft-skillsâŚ
⢠Application across employee lifecycle:
Recruitment, New Hire Orientation, Skills
training, Leadership trainingâŚ
16. www.learnovatecentre.org
Deloitteâs Business Simulation Game
Deloitteâs Business Simulation Game
Hilton Garden Innâs Ultimate Team Play
Hilton Garden Innâs Ultimate Team Play
IBMâs CityOne
IBM markets products and servicesCiscoâs Mind Share
19. www.learnovatecentre.org
Design Guidelines for Serious Games
⢠Challenge â instructional goals, narrative
⢠Control â no dead ends, no back-to-the-start features
⢠Fantasy â integral relationship with learning content
⢠Reward â commensurate with level of attainment
⢠Impact â both affective and cognitive learning domains
20. www.learnovatecentre.org
Barriers to Corporate Adoption
⢠Cost
â Medium fidelity game = high-end piece of eLearning
â Client contact hours during design phase
â Layering game engines (Sealund, Unity3D) over LMS to
create new games and introduce game mechanics into
existing content
⢠Poor game design
â Focus on badges, leaderboards only
â No involvement of instructional designers
⢠Disruptive innovation
â Learning â Fun
â Integration with legacy learning infrastructures
⢠Skills shortage
21. www.learnovatecentre.org
Further Learnovate Centre Research
⢠Defining appropriate metrics for evaluation of the
impact of GBL on corporate business processes
e.g. training
⢠Assessment through GBL â coverage of
Corporate, K-12 and Higher Education sectors
23. www.learnovatecentre.org
The report is available at:
www.learnovatecentre.org/research-
report-the-use-of-serious-games-in-the-
corporate-sector
donovanl@scss.tcd.ie
Questions?
Editor's Notes
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 thatâs 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 GamesâŚ
In terms of serious games the research brief from our industry partners was as followsâŚ
We conducted a SoTA report into The UseâŚ.covering the ped of serious games, the research evidence for the effectiveness of serious games in learning,âŚ
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 â because learning through games is nothing new. Curiosity â cognitive and sensory, control â 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 â the feelings of competence and control that games elicit in players, SLT â 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
Ciscoâs Mind Share â prepare employees for networking exams
Marriott Hotelsâ My Marriott Hotel â recruitmentSiemens marketing and salesCoCo sim â customisable game â to teach business processes, manage stock