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“Where Do Games Fit in Employee or Public
             Training?”

              Bob Waddington
               SimQuest, LLC.
              bwaddington@simquest.com


                  August 21-23, 2012
                     Redmond, WA




August 2012                              www.seriousplayconference.com
August 2012   www.seriousplayconference.com
August 2012   www.seriousplayconference.com
What I’m
Playing…




August 2012   www.seriousplayconference.com
August 2012   www.seriousplayconference.com
August 2012   www.seriousplayconference.com
August 2012   www.seriousplayconference.com
Where Do Games Fit?


August 2012    www.seriousplayconference.com
FEBRUARY 2007

Archives of Surgery detailed the findings of a 2002 study that
appears to show that doctors who play videogames are better at
delicate Laparoscopic procedures.

STUDY CITED

“Surgeons who had played video games in the past for more than
three hours per week made 37 percent fewer [surgical] errors
were 27 percent faster and scored 42 percent better overall than
surgeons who never played video games.”


August 2012                                      www.seriousplayconference.com
JULY 2008




              SimQuest Open Surgery Simulator



August 2012                www.seriousplayconference.com
What’s in a Name??
                Interactive video
                   Multimedia
                     CD-ROM
                       CD-I
                  Virtual reality
                    e-Learning
                Distance Learning
August 2012                         www.seriousplayconference.com
What’s in a Name??

               Situation Simulator
                   Edutainment
                 Playful Learning
                  Virtual Reality
                  Virtual Worlds
                    Simulation
August 2012                      www.seriousplayconference.com
Serious Games…
         …those not intended for the entertainment market




                  http://en.wikipedia.org/wiki/Serious_game

August 2012                                                   www.seriousplayconference.com
Three Types of Students
                                             Those who
                                             • are truly self-motivated
                                             • go through the motions
                                             • tune us out




              EDUCAUSEreview Sept/Oct 2005


August 2012                                                  www.seriousplayconference.com
Case Study


August 2012                www.seriousplayconference.com
2M        1st   Responders
                  10% motivated to
              professional improvement
               800k need to be engaged

August 2012                       www.seriousplayconference.com
Sim-Game Based Training Systems for Scene and Patient
  Management Following Blast Injury from Explosives
     Including Improvised Explosive Device (IED)




                                                              Tom Reeves, PhD, UGA
              Supported by the US Army Medical Research and Materiel Command
                               Award No. W81XWH-09-C-0060.

August 2012                                                        www.seriousplayconference.com
the Challenge

Common errors made by responders
• Enter scene too early or get too close with
  ambulance or personnel before scene is cleared
• Gain access with no egress (blocked exits)
• Don’t triage; just treat and transport 1st person
• Risk casualties by moving them to unsafe
  triage/treatment areas
• Improperly assess and/or treat casualties

August 2012                            www.seriousplayconference.com
the Challenge

Blast events introduce other challenges
• Scene safety, triage and treatment require
   different approaches to scene and patient
   management
• Additional risks to responding personnel from
   secondary explosion or shooters
• Different injury patterns
• Visual triage is not enough

August 2012                          www.seriousplayconference.com
the Challenge

Training
• Large scales exercises are expensive
• Any sized exercise is logistically challenging
• Current training is mostly delivered through
   lecture and power point – some training on
   manikins




August 2012                             www.seriousplayconference.com
the Solution

Utilizing 1st person gaming technology
• Develop self-contained blast-specific modules
   that augment existing combat medic tactical
   combat casualty care (TCCC)
• Provide lessons learned from bomb attacks in
   Iraq, Afghanistan, Madrid, London, etc.
• Use real-world blast scene injury data
• Provide safe individual/independent training

August 2012                          www.seriousplayconference.com
Continuum of Learning
  Acquire Knowledge                      Learn Skills                      Apply Knowledge & Skills
 • Cognition                                     • Cognition                                          • Application of
    • Facts                                         • Methods                                            • Cognitive Skills
    • Vocabulary                                    • Procedures                                         • Psychomotor Skills
    • Definitions                                   • Problem Solving                                    • Conative Skills
    • General Details




                                                                     HumanSim Blast
                         Power-
      Instructor          Point         Drill & Practice
      Led Training      (Interactive)    (CBT/e-Learning)
                                                                                   Authentic e-Learning / Authentic Tasks
               Power-           Reference Interactive Tutorials
Textbooks      Point              Tools       (CBT/e-Learning)
                                                                              Case Scenarios               Serious
                                                                               (Decisionmaking &
                                                                              Critical Thinking Skills)    Games
                                                                          Augmented               Part-Task     Experiential
                                                                            Reality               Trainers      Simulations




                                                                         Mobile                                Social
                                                                        Learning       Performance            Networks
  True/False         Multiple Choice         Fill-in-the-Blank                         Assessments


   Evolving Technology & Models of Instruction and www.seriousplayconference.com
August 2012                                         Assessment
Project Description

  A first-person blast response game that allows
  users to respond to a terrorist bombing outside a
  busy train station.

  Users are assessed on their ability to
  • quickly and accurately assess victims’ injuries
    and tag them for treatment
  • assess the scene and identify additional risks
    prior to declaring the scene safe.
August 2012                           www.seriousplayconference.com
August 2012   www.seriousplayconference.com
August 2012   www.seriousplayconference.com
Evaluation Strategy

   Evaluate
   • game design
   • usability
   • content
   • user choices
   • user path through
      scenario


August 2012                     www.seriousplayconference.com
Iterative reviews




August 2012                       www.seriousplayconference.com
Formative Evaluation

       • Multidisciplinary
         Reviews
       • End-user Reviews
       • Players Feedback
       • Formal Study (IRB)
       • Implement findings
         into design and game



August 2012                     www.seriousplayconference.com
Formal Reviews




August 2012                    www.seriousplayconference.com
August 2012   www.seriousplayconference.com
Formal Reviews




August 2012                    www.seriousplayconference.com
Formal Study


 Primary methods                  Locations
 User tracking data               North Carolina
 Evaluation questionnaires        Virginia (EMT-B Class)
 Individual interviews            Maryland



                “I’ve never seen the students so engaged”
                    Chauncey Bowers CSP, ARM, Central Piedmont Community College



August 2012                                             www.seriousplayconference.com
Study Participants

                           • 42 first responders
                           • 22 males
                           • 20 females
                           • 22 EMS,
                           • 3 firefighter,
                           • 17 police/security
                             personnel
                           • age range: 17 to 56
                           • average age: 34


August 2012                       www.seriousplayconference.com
Open Answer Questions
What is the strongest aspect of the BLAST program?
The most frequent responses included realism, its interactive nature, and the fact that it
provides the opportunity to practice triage skills.

What is the weakest aspect of the BLAST program?
Responses focused on usability issues, especially problems with using the mouse to control
movements and decisions on screen., especially the lag between mouse movements and
correlating screen movements .

If you could improve anything in the BLAST program, what would it be?
The most salient request for improvements concerned the clarity of the feedback, especially with
the need to put a “face” on the victims to improve the context of the scoring and feedback .
Other desired improvements included making the mouse more responsive with less lag time and
increasing the noise and confusion presented in the scenario to make it more realistic.

What other feedback can you provide concerning the BLAST program?
Most of the study participants encouraged further development of additional scenarios for the
BLAST program. Most of the concluding comments were very complimentary of the program.

     August 2012                                                          www.seriousplayconference.com
“Real” User Feedback

“The feedback in the program is poor.”
“Terrible mouse movement.”
“… the ‘hand’…”
“Improve instructions on how to use it.”
“More carnage. More range of injuries.”


August 2012                     www.seriousplayconference.com
When “Real” Users Strike Back
              What is the weakest aspect of the BLAST
              program?




August 2012                                             www.seriousplayconference.com
When “Real” Users Strike Back
              What is the strongest aspect of the BLAST program?




August 2012                                                 www.seriousplayconference.com
When “Real” Users Agree

                        88%
     Similar programs should be developed

                        79%
   Program provided an engaging learning
               opportunity

August 2012                      www.seriousplayconference.com
When “Real” Users Agree
                           69%
  State-of-the-art for (educational games)
                           76%
  Should be used by most first responders
                           65%
                 Program is very realistic
August 2012                             www.seriousplayconference.com
When “Real” Users Strike Back
“I love the fact that it is visual, it has a real
life sense to it.”
“…playing this and seeing different
scenarios will help me be able to manage
triage casualties.”
“…games such as this give a realistic
scenario while taking (away) some of the
stress a real situation would create.”
August 2012                            www.seriousplayconference.com
Unexpected Findings

Group settings
  • fosters discussion
  • peers can assist with controls
Provides “lab” to a lecture

Pre/post larger scales exercises

August 2012                        www.seriousplayconference.com
August 2012   www.seriousplayconference.com
Pandemic Response




August 2012              www.seriousplayconference.com
METH LAB
                 “I need something more engaging. I’m starting
                                         to see their eyes roll”
              August Vernon: Operations Officer, Forsyth County Office of Emergency Management



August 2012                                                          www.seriousplayconference.com
Continuum of Learning
  Acquire Knowledge                      Learn Skills                      Apply Knowledge & Skills
 • Cognition                                     • Cognition                                          • Application of
    • Facts                                         • Methods                                            • Cognitive Skills
    • Vocabulary                                    • Procedures                                         • Psychomotor Skills
    • Definitions                                   • Problem Solving                                    • Conative Skills
    • General Details




                         Power-
      Instructor          Point         Drill & Practice
      Led Training      (Interactive)    (CBT/e-Learning)
                                                                                   Authentic e-Learning / Authentic Tasks
               Power-           Reference Interactive Tutorials
Textbooks      Point              Tools       (CBT/e-Learning)
                                                                              Case Scenarios               Serious
                                                                               (Decisionmaking &
                                                                              Critical Thinking Skills)    Games
                                                                          Augmented               Part-Task     Experiential
                                                                            Reality               Trainers      Simulations




                                                                         Mobile                                Social
                                                                        Learning       Performance            Networks
  True/False         Multiple Choice         Fill-in-the-Blank                         Assessments


   Evolving Technology & Models of Instruction and www.seriousplayconference.com
August 2012                                         Assessment
Conclusions
• Market is asking for engaging applications (not
  necessarily games)
• Games for games sake won’t work
• Incorporate off-the-shelf games into learning
• Understand target end-user learning environment
• Consider the ‘group play’ element into game
  design
• Design games instructors can use

  August 2012                        www.seriousplayconference.com
Conclusions
•    Games as part of lab/breakout groups
•    Pre or post exercise
•    Retention/Sustainment training
•    Situational Awareness
•    Fundamentals – vocabulary
•    Team Building



    August 2012                         www.seriousplayconference.com
Conclusions
Serious Games need to involve more than the game
play itself; delivery medium, end-user play
environment, and the game’s integration into the
greater curriculum need to be factored for effective
serious game design.




  August 2012                           www.seriousplayconference.com
Questions?




August 2012                www.seriousplayconference.com
“Where Do Games Fit in Employee or Public
             Training?”

              Thank you!

              Bob Waddington
                SimQuest, LLC.
              bwaddington@simquest.com


August 2012                              www.seriousplayconference.com

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“Where Do Games Fit in Employee or Public Training?” By Bob Waddington- Serious Play Conference 2012

  • 1. “Where Do Games Fit in Employee or Public Training?” Bob Waddington SimQuest, LLC. bwaddington@simquest.com August 21-23, 2012 Redmond, WA August 2012 www.seriousplayconference.com
  • 2. August 2012 www.seriousplayconference.com
  • 3. August 2012 www.seriousplayconference.com
  • 4. What I’m Playing… August 2012 www.seriousplayconference.com
  • 5. August 2012 www.seriousplayconference.com
  • 6. August 2012 www.seriousplayconference.com
  • 7. August 2012 www.seriousplayconference.com
  • 8. Where Do Games Fit? August 2012 www.seriousplayconference.com
  • 9. FEBRUARY 2007 Archives of Surgery detailed the findings of a 2002 study that appears to show that doctors who play videogames are better at delicate Laparoscopic procedures. STUDY CITED “Surgeons who had played video games in the past for more than three hours per week made 37 percent fewer [surgical] errors were 27 percent faster and scored 42 percent better overall than surgeons who never played video games.” August 2012 www.seriousplayconference.com
  • 10. JULY 2008 SimQuest Open Surgery Simulator August 2012 www.seriousplayconference.com
  • 11. What’s in a Name?? Interactive video Multimedia CD-ROM CD-I Virtual reality e-Learning Distance Learning August 2012 www.seriousplayconference.com
  • 12. What’s in a Name?? Situation Simulator Edutainment Playful Learning Virtual Reality Virtual Worlds Simulation August 2012 www.seriousplayconference.com
  • 13. Serious Games… …those not intended for the entertainment market http://en.wikipedia.org/wiki/Serious_game August 2012 www.seriousplayconference.com
  • 14. Three Types of Students Those who • are truly self-motivated • go through the motions • tune us out EDUCAUSEreview Sept/Oct 2005 August 2012 www.seriousplayconference.com
  • 15. Case Study August 2012 www.seriousplayconference.com
  • 16. 2M 1st Responders 10% motivated to professional improvement 800k need to be engaged August 2012 www.seriousplayconference.com
  • 17. Sim-Game Based Training Systems for Scene and Patient Management Following Blast Injury from Explosives Including Improvised Explosive Device (IED) Tom Reeves, PhD, UGA Supported by the US Army Medical Research and Materiel Command Award No. W81XWH-09-C-0060. August 2012 www.seriousplayconference.com
  • 18. the Challenge Common errors made by responders • Enter scene too early or get too close with ambulance or personnel before scene is cleared • Gain access with no egress (blocked exits) • Don’t triage; just treat and transport 1st person • Risk casualties by moving them to unsafe triage/treatment areas • Improperly assess and/or treat casualties August 2012 www.seriousplayconference.com
  • 19. the Challenge Blast events introduce other challenges • Scene safety, triage and treatment require different approaches to scene and patient management • Additional risks to responding personnel from secondary explosion or shooters • Different injury patterns • Visual triage is not enough August 2012 www.seriousplayconference.com
  • 20. the Challenge Training • Large scales exercises are expensive • Any sized exercise is logistically challenging • Current training is mostly delivered through lecture and power point – some training on manikins August 2012 www.seriousplayconference.com
  • 21. the Solution Utilizing 1st person gaming technology • Develop self-contained blast-specific modules that augment existing combat medic tactical combat casualty care (TCCC) • Provide lessons learned from bomb attacks in Iraq, Afghanistan, Madrid, London, etc. • Use real-world blast scene injury data • Provide safe individual/independent training August 2012 www.seriousplayconference.com
  • 22. Continuum of Learning Acquire Knowledge  Learn Skills  Apply Knowledge & Skills • Cognition • Cognition • Application of • Facts • Methods • Cognitive Skills • Vocabulary • Procedures • Psychomotor Skills • Definitions • Problem Solving • Conative Skills • General Details HumanSim Blast Power- Instructor Point Drill & Practice Led Training (Interactive) (CBT/e-Learning) Authentic e-Learning / Authentic Tasks Power- Reference Interactive Tutorials Textbooks Point Tools (CBT/e-Learning) Case Scenarios Serious (Decisionmaking & Critical Thinking Skills) Games Augmented Part-Task Experiential Reality Trainers Simulations Mobile Social Learning Performance Networks True/False Multiple Choice Fill-in-the-Blank Assessments Evolving Technology & Models of Instruction and www.seriousplayconference.com August 2012 Assessment
  • 23. Project Description A first-person blast response game that allows users to respond to a terrorist bombing outside a busy train station. Users are assessed on their ability to • quickly and accurately assess victims’ injuries and tag them for treatment • assess the scene and identify additional risks prior to declaring the scene safe. August 2012 www.seriousplayconference.com
  • 24. August 2012 www.seriousplayconference.com
  • 25. August 2012 www.seriousplayconference.com
  • 26. Evaluation Strategy Evaluate • game design • usability • content • user choices • user path through scenario August 2012 www.seriousplayconference.com
  • 27. Iterative reviews August 2012 www.seriousplayconference.com
  • 28. Formative Evaluation • Multidisciplinary Reviews • End-user Reviews • Players Feedback • Formal Study (IRB) • Implement findings into design and game August 2012 www.seriousplayconference.com
  • 29. Formal Reviews August 2012 www.seriousplayconference.com
  • 30. August 2012 www.seriousplayconference.com
  • 31. Formal Reviews August 2012 www.seriousplayconference.com
  • 32. Formal Study Primary methods Locations User tracking data North Carolina Evaluation questionnaires Virginia (EMT-B Class) Individual interviews Maryland “I’ve never seen the students so engaged” Chauncey Bowers CSP, ARM, Central Piedmont Community College August 2012 www.seriousplayconference.com
  • 33. Study Participants • 42 first responders • 22 males • 20 females • 22 EMS, • 3 firefighter, • 17 police/security personnel • age range: 17 to 56 • average age: 34 August 2012 www.seriousplayconference.com
  • 34. Open Answer Questions What is the strongest aspect of the BLAST program? The most frequent responses included realism, its interactive nature, and the fact that it provides the opportunity to practice triage skills. What is the weakest aspect of the BLAST program? Responses focused on usability issues, especially problems with using the mouse to control movements and decisions on screen., especially the lag between mouse movements and correlating screen movements . If you could improve anything in the BLAST program, what would it be? The most salient request for improvements concerned the clarity of the feedback, especially with the need to put a “face” on the victims to improve the context of the scoring and feedback . Other desired improvements included making the mouse more responsive with less lag time and increasing the noise and confusion presented in the scenario to make it more realistic. What other feedback can you provide concerning the BLAST program? Most of the study participants encouraged further development of additional scenarios for the BLAST program. Most of the concluding comments were very complimentary of the program. August 2012 www.seriousplayconference.com
  • 35. “Real” User Feedback “The feedback in the program is poor.” “Terrible mouse movement.” “… the ‘hand’…” “Improve instructions on how to use it.” “More carnage. More range of injuries.” August 2012 www.seriousplayconference.com
  • 36. When “Real” Users Strike Back What is the weakest aspect of the BLAST program? August 2012 www.seriousplayconference.com
  • 37. When “Real” Users Strike Back What is the strongest aspect of the BLAST program? August 2012 www.seriousplayconference.com
  • 38. When “Real” Users Agree 88% Similar programs should be developed 79% Program provided an engaging learning opportunity August 2012 www.seriousplayconference.com
  • 39. When “Real” Users Agree 69% State-of-the-art for (educational games) 76% Should be used by most first responders 65% Program is very realistic August 2012 www.seriousplayconference.com
  • 40. When “Real” Users Strike Back “I love the fact that it is visual, it has a real life sense to it.” “…playing this and seeing different scenarios will help me be able to manage triage casualties.” “…games such as this give a realistic scenario while taking (away) some of the stress a real situation would create.” August 2012 www.seriousplayconference.com
  • 41. Unexpected Findings Group settings • fosters discussion • peers can assist with controls Provides “lab” to a lecture Pre/post larger scales exercises August 2012 www.seriousplayconference.com
  • 42. August 2012 www.seriousplayconference.com
  • 43. Pandemic Response August 2012 www.seriousplayconference.com
  • 44. METH LAB “I need something more engaging. I’m starting to see their eyes roll” August Vernon: Operations Officer, Forsyth County Office of Emergency Management August 2012 www.seriousplayconference.com
  • 45. Continuum of Learning Acquire Knowledge  Learn Skills  Apply Knowledge & Skills • Cognition • Cognition • Application of • Facts • Methods • Cognitive Skills • Vocabulary • Procedures • Psychomotor Skills • Definitions • Problem Solving • Conative Skills • General Details Power- Instructor Point Drill & Practice Led Training (Interactive) (CBT/e-Learning) Authentic e-Learning / Authentic Tasks Power- Reference Interactive Tutorials Textbooks Point Tools (CBT/e-Learning) Case Scenarios Serious (Decisionmaking & Critical Thinking Skills) Games Augmented Part-Task Experiential Reality Trainers Simulations Mobile Social Learning Performance Networks True/False Multiple Choice Fill-in-the-Blank Assessments Evolving Technology & Models of Instruction and www.seriousplayconference.com August 2012 Assessment
  • 46. Conclusions • Market is asking for engaging applications (not necessarily games) • Games for games sake won’t work • Incorporate off-the-shelf games into learning • Understand target end-user learning environment • Consider the ‘group play’ element into game design • Design games instructors can use August 2012 www.seriousplayconference.com
  • 47. Conclusions • Games as part of lab/breakout groups • Pre or post exercise • Retention/Sustainment training • Situational Awareness • Fundamentals – vocabulary • Team Building August 2012 www.seriousplayconference.com
  • 48. Conclusions Serious Games need to involve more than the game play itself; delivery medium, end-user play environment, and the game’s integration into the greater curriculum need to be factored for effective serious game design. August 2012 www.seriousplayconference.com
  • 49. Questions? August 2012 www.seriousplayconference.com
  • 50. “Where Do Games Fit in Employee or Public Training?” Thank you! Bob Waddington SimQuest, LLC. bwaddington@simquest.com August 2012 www.seriousplayconference.com