Games & Simulations
ASTD 2008 Copyright
Game-based learning: worth the hype?
Learning Circuits v9 n9 (2008 Sep)
One of the first hurdles to overcome is selling the value of gaming to senior management. These are some of the questions likely to be asked: Are these technologies worth the hype as learning tools? Are they affordable? What’s the return-on-investment? How do you structure and quantify learning within an unstructured universe like Second Life? How can you ensure that proprietary information isn’t released into cyberspace by some chatty avatar? This article shares the experiences of companies who have successfully implemented gaming.
Training in virtual worlds
INFOLINE, 16p (2008 Mar)
Stock no.250803. This Infoline describes the expanding use of training in virtual or simulated worlds such as Second Life. This training delivery method is effective for certain types of content such as emergency and rescue workers or manufacturing scenarios. This booklet defines terms such as avatar and other terms associated with virtual worlds; provides the steps to "Jump Right In" to using virtual worlds; selecting a vendor; and creating a learning environment that meets your needs. The job aid is a "Checklist for Entering Virtual Worlds."
Man versus machine
Learning Circuits, v9 n1 (2008 Jan)
This article reports on the status of leadership and management development via simulations, games, and other e-learning-type delivery methods. While progress is being made, this author asserts there are layers related to soft skill changes that are not present with technical skills—behavioral learning. Behavioral learning requires personal commitment to change or improve which can not be measured or determined by a game or simulation.
Virtual threat, real sweat
T+D, v61 n5 p72-78 (2007 May)
While the use of simulations is growing in general, significant growth is being seen in training emergency response personnel. This article explains how various local emergency response teams are using simulations and computer-based games as an additional training delivery mode.
Survey says: game shows
Learning Circuits, v8 n5 (2007 May)
Using a game show format for certain training topics is an instructional strategy that is becoming popular. This article outlines reasons that make this strategy effective, such as broad appeal, participants usually enjoy the competition, games engage multiple senses, and game shows are flexible. The article identifies which game show formats are the best to use and suggests some additional techniques to enhance the learning experience.
Defining and understanding virtual worlds
Learning Circuits, v8 n5 (2007 May)
This article discusses the growing use of virtual worlds/reality as a training strategy. This approach goes beyond simulations and games because the learner/end user can be integrated into the virtual world and personalizes and control experiences.
Simulations: slowly proving their worth
T+D, v61 n6 p30-34 (2007 Jun)
Three simulation experts offer their insight about the use of simulations in the workplace. Despite wide acceptance of simulations in the military and medical fields, oftentimes the corporate reaction to simulations is "playing games on work time." The development costs of simulations and being able to make a direct and obvious connection between a simulation and the success of a specific task or project are two other issues covered in this article.
Game-based learning attracts corporate trainers
Learning Circuits, v8 n6 (2007 Jun)
This article provides tips from gaming experts from Cisco and Digitalmill. It also discusses the lessons learned by other companies about game-based learning.
Shopping for serious games
T+D, v61 n7 p12-13 (2007 Jul)
Intelligence. The author puts work-related games and simulations into three categories strategy, execution, or situation. The article suggests deciding which category the activity falls into and using that information to help with product selection. A grid of game types and their usefulness is contained in the article.
Engaging mini-games find niche in training
T+D, v61 n7 p22-24 (2007 Jul)
Technology. This article covers mini-games, also known as casual games and micro games. They are short, well-matched to teaching skills that require repetition. Research by the e-Learning Guild indicates this type of tool is being used by almost half of its constituents with continued growth in usage expected. The games are short, lasting from five to 20 minutes are engaging. This is a trend to watch.
Serious gaming: the trainer's new best friend
T+D, v61 n1 p52-57 (2007 Jan)
The use of games in the training and workplace learning environment is taking on new meaning with the growth of simulations used for training soldiers, firefighters, police, and pilots. The use of "serious games" is becoming more viable in the corporate training environment because the scenarios presented are more complex and mirror the workplace more fully. Development costs have gone down which also makes corporate viability more appealing financially.
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