Enhance Learning - Flash Games & Case Simulations

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.
^Back to Top^

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
A Theory of Fun for Game Design (2005)

Koster lists eleven items to check for when critiquing a game:

  1. Do you have to prepare before taking on the challenge?
  2. Can you prepare in different ways and still succeed?
  3. Does the environment in which the challenge takes place affect the challenge?
  4. Are there solid rules defined for the challenge you undertake?
  5. Can the rule set support multiple types of challenges?
  6. Can the player bring multiple abilities to bear on the challenge?
  7. At high levels of difficulty, does the player have to bring multiple abilities to bear on the challenge
  8. Is there skill involved in using an ability? (If not, is this a fundamental “move” in the game, like moving one checker piece?)
  9. Are there multiple success states to overcoming the challenge? (In other words, success should not have a single guaranteed result.)
  10. Do advanced players get no benefit from tackling easy challenges?
  11. Does failing at the challenge at the very least make you have to try again?
What Video Games Have to Teach Us About Learning and Literacy (2003)
By James Paul Gee
What Video Games Have to Teach Us About Learning and Literacy (2003)

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
Rules of Play Game Design Fundamentals (2004)

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
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)

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: ^Back to Top^

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.

Virtual Machine Simulation Development Process Flowchart

^Back to Top^

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


^Back to Top^

Contact
Contact me at: jonaleckson@webcourseworks.com

^Back to Top^

Spectrum of Game-Based Learning
Why Flash Game Learning Works!
Right People + Good Process = Simulation Project Success
The Horton Blueprint
Contact