| Spectrum of Game-Based Learning Why Flash Game Learning Works! Right People + Good Process = Simulation Project Success The Horton Blueprint Contact |
Spectrum of Game-Based Learning
There is no controlling the Flash fire called “game-based learning”-- a current eLearning fad!
Training development eCourseware consumers need to understand the relative context of its quality
and cost.
At a minimum, training managers understand the effectiveness of software simulations converted to
Flash with Macromedia’s Captivate
for simple “show me” type screen captures. The ability to convert moving computer screen captures to Flash
for Internet delivery has made this option extremely popular.
The next level of complexity places learners in virtual real-life situations. This might be in the context of an
interactive role-play in which the learner makes the choice to switch identities. Virtual labs or virtual machines
can be created by Flash developers that allow new users to gain “hands on” experience with equipment from basic
operations to near “flight simulator” sophistication. The Internet abounds with samples of how intricate Flash
games have become. Instructional designers are using iterations of the arcade games to reinforce learning. Whether
it is a simple memory game or a “whack a mole” type re-purposed with corporate content, trainees using eLearning
are having more fun learning. Technologically sophisticated corporations and academia are using commercial video
game engines, which use computer rendered animation not Flash, to mimic high quality gaming experiences to achieve
educational outcomes.
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Why Flash Game Learning Works!
Since the early part of this century, Clark Aldrich and Marc Prensky’s writings have popularized the discussion
of how computer simulations can improve training. Academics are publishing research and theory on what educators/trainers
can learn from video games. Here I would like to emphasize a few “take home” points from a quick review of recent
literature about game design and game-based learning.
A Theory of Fun for Game Design (2005)
By Raph Koster

Koster lists eleven items to check for when critiquing a game:
What Video Games Have to Teach Us About Learning and Literacy (2003)
By James Paul Gee

A must read for developers of games for learning! This book outlines 36 learning principles.
“The theme of this book is that good video games reflect, in their design good principles of
learning.” Here are a few that support the use of game-based learning:
Rules of Play Game Design Fundamentals (2004)
By Katie Salen and Eric Zimmerman

Written by active practitioners in the field, this is the quintessential textbook (trainers,
it should be on your bookshelf) for any wannabe game designer. The 600-page manifesto covers
everything from the importance of iterative design methodology to defining rules, play and
culture. A list contained in their preface outlines the reasons people like to play Pong:
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)
By Clark Aldrich

There is probably no greater force for the game-based learning movement than Clark Aldrich’s
writings and work. As creator of a popular simulation computer-training program that
teaches people how to become leaders, Aldrich walks the talk and is considered the premiere
leader of this popular movement in training. This truly comprehensive book on the subject
and his previous work (Simulations and the Future of Learning) are a must for anyone
considering designing a learning experience using game interactions and simulations.
Some of the game elements he reminds readers to utilize are:
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Right People + Good Process = Simulation Project Success
At Web Courseworks we recently developed virtual machine simulations for
several of GE Healthcare’s anesthesia machines. Assembling a diverse team
that followed a disciplined development process helped us achieve a successful
outcome (the Sims are being used in the field). This flow diagram is a
graphic representation of the steps we incorporated to develop those simulations.

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The Horton Blueprint
Web Courseworks collaborates with William Horton and Associates in order to ensure that the
simulation blueprint is engineered accurately. William (Bill) Horton has an engineering degree from
MIT, a master’s degree in Computer Science and is a Registered Professional Engineer. Bill
is a sought after speaker and an internationally recognized expert on the productive and
appropriate use of new media and communications technologies. Bill works with the materials
assembled by Web Courseworks staff to create a simulation blueprint. This involves the
following components:
Designing Web-Based Training (2005)
By William Horton

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Contact
Contact me at: jonaleckson@webcourseworks.com
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| Spectrum of Game-Based Learning Why Flash Game Learning Works! Right People + Good Process = Simulation Project Success The Horton Blueprint Contact |