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Game on or Game Over for Online Training?
February 09, 2009
Following proper management and design processes ensures the development of an online training game that comes in on schedule, on budget, and with full organizational support.
By Jon Aleckson
Do you remember when Atari introduced the video game, "Pong," in the early '70s? Chances are you do, and chances are it sparked your curiosity about video games, which you may be reluctant to admit you still enjoy. Well, according to the Entertainment Software Association (ESA), you're not alone. ESA reports that 26 percent of Americans older than 50 played video games in 2008. Surprised? Read on. Some 40 percent of all game players are women, according to the same source.
These statistics compel us to throw out any preconceived notions we have about gaming and open our eyes to a new genre of the industry—immersive learning simulations (ILS), or game-based learning in the workplace. Because game play is a catalyst for learning, ILSs are important and effective components of new training models, especially as we educate new generations of learners for whom video games were a ubiquitous part of childhood.
The Need for Project Management
Creating an ILS within an organization is not all fun and games. A significant investment of time and resources is required to make it an efficient and effective addition to training initiatives.
Too often, training projects incorporating games or ILSs are misunderstood, inadequately implemented, or perceived as too expensive or too difficult to undertake. However, following proper management and design processes ensures the development of a project that comes in on schedule, on budget, and with full organizational support.
Maximizing Learner Engagement
If you're considering an ILS for your organization, start with the end in mind. How will your project maximize learner engagement? What can you do to increase interactivity? To help organizations answer these questions, we designed the eLearning Complexity Calculator (http://dev.mpitime.com/joer/GameCalculator/), a free tool that calculates interactivity levels along three axes: interactivity type, level of ILS complexity, and cost. The calculator gives users a baseline on what it takes to gain and maintain learners' attention.
Components of Effective Project Management
There are four critical components to effective management of ILS projects: • Defining a culture. • Setting goals. • Building a team. • Managing time, cost, and quality.
Defining a Culture
This skill is not confined to one department or project, which is why it's important to build a culture of project management throughout the organization. Each member of the team should act as an expert source in his or her field and should feel confident sharing that expertise with fellow team members.
Schedules and Goal Setting
The project manager must be able to break down tasks, budget, and schedule. After brainstorming and initial project approval, it is important to discuss with each team member the length of time it will take to complete each project task, and assign costs for each of these tasks. No job is too small to be included in the budget.
Keep these tasks on a schedule by setting weekly goals and holding regular meetings with project stakeholders.
Building a Team
Successful development of quality game-based learning components requires a diverse team of highly skilled professionals. These might include:
• Instructional designer • Artistic illustrator • Flash ActionScript programmer • Project manager
It also helps to select a polymath, an individual with a high level of knowledge in multiple disciplines. Polymaths are comfortable doing just about anything, from applying logical processes to working on creative designs or writing.
Managing Time, Cost, and Quality
The classic time/cost/quality triple constraint applies in all projects.
The team collaboratively must seek to apply innovative design principles while keeping them within limits defined at the project outset. The team should utilize efficient programming techniques during development and should make use of evaluation methodology after development. This allows for continuous improvement in the future.
Here are specific actions that can increase the team’s timeliness, efficiency, and production quality:
•Develop a project plan with a clearly defined scope.
•Use a Web-based team site to communicate with stakeholders.
•Require logging of all activity hours to account for cost.
•Commit to reusing code and graphics for efficient production.
Taking these steps will help any organization build effective and engaging learner experiences using an ILS. Game on!
Case Study 1: Children's Hospital of Wisconsin
Children love learning with highly interactive games. The Children's Health Education Center (CHEC) kept this idea in mind as it considered how to teach students about health topics.
We partnered with CHEC to develop numerous ILSs teaching students about complex health concepts through interactive learning activities. One game challenged students to create a healthy menu during a round of virtual grocery shopping. While the clock ticks, students scour the shelves to choose foods that create balanced and healthy meals. A bonus round requires students to "zap" unhealthy foods off the checkout conveyor, which reinforces what they have learned.
We worked with CHEC again on a public safety education program with a bike safety component. The bike racing game, "Get Your Gear On!" teaches students the consequences of wearing—or not wearing—a bike helmet. Visit http://www.webcourseworks.com/showcase/get_your_gear_on to play Get Your Gear On!
Case Study 2: Miller Brewing Company
A Flash-based, three-level ILS we created for Miller Brewing Company revolved around the skills possessed by good bartenders. Designed for adult learners, "Tips on Tap" used educational gaming principles to reinforce good customer service and proper draft beer serving techniques. The eLearning Guild cited Tips on Tap as an example of best practices in the introduction of an ILS.
The "Score Your Pour" mini-game, part of the larger "Tips on Tap" program, teaches how to pour draft beer to get the perfect head of foam. The rate at which the foam grows is a function of how the learner positions the glass. Visit http://www.webcourseworks.com/showcase/score_your_pour to play Score Your Pour.
Jon Aleckson, founder and CEO of Web Courseworks, is a speaker and writer on e-learning topics. Inspired by his post-doctorate studies, Aleckson produces projects in game-based learning, as well as innovative work with Moodle LMS (learning management system). He will lead a breakout session February 10 on project managing for online development.
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