May 07, 2008

Games that Can Change the World

I read "Mission to Learn" on a regular basis, and recently read a piece that is not only insightful, but also illustrates why advancement of learning approaches is not only good for us as individuals, but also essential for the future of our planet.

The piece I'm referring to is "26 Learning Games to Change the World" written by Jeff Cobb, a really bright and talented guy.

If you have the urge to see what sorts of educational games might be out there that are geared towards making a difference in the world, this is a "MUST READ" article.

What you'll find

  1. browser-based free games,
  2. desktop-based free games,
  3. and desktop-based "fee" games

The world is changing, and if you want to see what's happening in the area of immersive simulations, you'll find this article of real value.

March 06, 2008

Who says that online learning can't be fun?

Have you ever taken a really dry and boring online course?Bored_learner

Most of us have at one time or another...

However the days where online learning choices are limited to boring and static "page turner" type of experiences. 

Take a look at some of the methods that leading eLearning course developers are putting into learner-paced instruction in order to more actively engage the learner in the process (not to mention helping reinforce important teaching points):

Flip book:

Matching:

Hangman:

Active Listening Techniques

Crossword

Learning Wheel

So if you're still learning the "old fashioned" ebook way, you may want to consider that there's a more engaging and fun way to learn "out there"

Make sense?


 

 

December 03, 2007

Will Learning Simulations Be Our Future?

An IDC survey stated that "by 2008 the use of simulations will quadruple....

Simulations provide a parallel universe in which employees hone their skills... Innovative companies have realized this, and others will follow."

Since the early 50’s the use of gaming/simulation has become increasingly important to training and decision-making processes in academic, business, military, and social settings.  Yet it has been only in the last few years that technology has been able to advance the state-of-the-art with more automated simulations technology.

A simulation is a construct that offers a more comprehensive learning experience by providing:

  • Uncertainty
  • Unpredictability
  • A continuum of options to select
  • Instant feedback for learners’ actions
  • Instant view of learners’ actions
  • Influences of the external environment
  • An opportunity to review decisions, and alter them
  • High levels of interactivity
  • An opportunity to practice skills
  • An practical view of the conceptual learning
  • High level of engagement, allowing learners to replay it many times

This approach to Adult Learning offers many advantages over traditional approaches to teaching:

  • Questioning over answering
  • Examine assumptions and implications that underlie various decisions
  • Exposing the nature of problems and possible solution paths

Learning Simulation also provides a more fertile learning environment, especially in areas of:

  • Discovery learning
  • Skills in communication
  • Role-playing problem solving
  • Leadership
  • Decision making

Simulations provide a practical way to see the possible effect that decisions and policies have on artificial cultures and environments. 

The benefits to learners include:

  • Greater motivation and interest
  • Higher concept retention rate
  • Better understanding of relationships
  • Focus is on learning rather than the final outcome

Unlike other forms of "conventional learning" these simulations

  • Affect participants at an emotional level
  • Experience is “real” and often deeply moving for learners
  • Characters or entities are personified

Many firms I have interviewed indicate that learning simulations are the most productive training approaches that have, and that it is often difficult to get learners away from the game at the end of the day.  Talk about learner engagement !

July 28, 2007

Does Playing Games Make You Smarter?

Games may be crucial to ensure the skilled talent pool we need now and in the years ahead...


According to a 2002 study by Gentile & Walsh, American children aged 2-7 play computer games an average of 43 min/day, children aged 8-12 play an average of 56 min/day, and children aged 13-17 play an average of 78 min/day.

Playing_games Our youth are accustomed to learning through games.  In fact, games are largely responsible for the use of the computer.  According to a national survey conducted by the National Institute on Media and the Family, 92% of kids age 2-17 play video and computer games.  Michigan State University also conducted a longitudinal study of 140 low-income children and their Internet use at home; participants reported game play as their primary reason for using their computers.

For most of you, learning was chiefly considered fun during your stint in grade school when learning games were commonplace. However, once you hit junior high and then high school, learning seemed to be required and was not necessarily fun anymore. Games were no longer commonplace, long lectures, extensive reading assignments and homework became the routine.

 

No matter what your age, games are fun and naturally give people enjoyment and pleasure. Whether it’s a board game, computer game, video game or basketball game, most involve people, inspire interaction, offer challenges, stir a competitive spirit and of course, provide satisfaction. Simply put, games engage people.

 

That’s why corporate learning organizations worldwide increasingly develop and implement learning games and simulations for their employees. Learning games and simulations, much like the ones that were played during grade school, can improve learner engagement, learner participation and comprehension, retention and more.

So should we be focusing our attention on Educational Games?  Consider what's at risk.

  • U.S. workforce must raise skills to compete in global labor markets
  • U.S. workforce must raise skills to support an innovation based economy
  • U.S. workforce must be ready for new jobs created by technological advancements
  • Digital media the medium of attention for youth
  • Schools must become high-performance organizations

What does this suggest to you?

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  • Roughly 35% of firms report problems maintaining an adequate supply of workers. This phenomenon is global and impacts every industry. My desire for this blog is to share with you the many perspectives, causes, and solutions that are available to address this matter. As an educator, consultant and a RedVector Fellow, I am committed to figure out how we can better recruit and develop talent in the workplace. Please join me in this blog to share some experiences, "best practices" as well as "horror stories" so that we can all benefit and be better able to attract, grow and retain the talent we will need now and in the future.

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