A few highlights from the research:
- The "early morning and late evening" have the "highest level of happiness."
- The West coast is "significantly happier" than the East coast
- Weekends are "much happier" than weekdays.
This blog discusses issues concerning learning, e-learning and the transferring knowledge from retiring baby boomers to incoming gamers. The goal is to share information and knowledge to create a better understanding of learning design. ~ Blog Content Guide ~ Subscribe to this Blog ~ My Home Page
What would you do if 13% of all new recruits were failing one of their most critical courses? How would you cope with a failure rate that was 200%-300% higher than most of your other core training subjects and the cost to retrain failed recruits kept on rising? Clearly, figures like these would be unsustainable in most training and performance programmes and this was no different for the training officers of the Royal Navy’s Maritime Warfare School (MWS), where improving performance and reducing cost were constant operational goals.
..shorten the learning curve and provide a safe practice environment for recruits to carry out their Safety Rounds Inspections, prior to boarding the ship for the first time. It was also necessary that whatever solution was reached, training officers could still assess the recruit’s technical aptitude and fault finding skills during the trial inspection.
It was decided that the best and most cost-effective solution was to create a “serious game”; a fully immersive, 3d virtual ship that would enable trainees to walk through it and perform duties as if they were actually on board.
Visualization of Data from Ariella Furman on Vimeo.
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In exposure therapy, the phobic person puts him or herself in the presence of whatever they fear--heights, spiders, etc.--until, through habituation, they lose their fear of that situation or object. The literature shows that exposure therapy works, but it has problems--for one, people who qualify as clinically phobic will often drop out of treatment when their psychologist tells them they've got to confront whatever their worst fear.
[A research study titled] Treating Cockroach Phobia With Augmented Reality describes, for the first time, a trial of augmented reality with a small group of people who all presented clinically significant levels of cockroach phobia. These six women reported problems that ranged from wanting to sell their apartments because they'd seen a cockroach or two in them to once spending two hours on top of a table, waiting for friends to arrive, after seeing a cockroach on the floor.
Patients were exposed, over the course of a single three hour session, to anything from a single stationary cockroach to up to 60 swarming, skittering bugs.
[After therapy] The results were a stunning: Study subjects went from a phobia so profound that it interfered with their lives to passing a "test" that involved walking into a room containing a cockroach in a tupperware container, removing its lid and placing their hand in it for at least a few seconds.
A survey of 600 teens ages 13 to 17 in late April found that teens spend two hours per day online on average, 80% of which is spent using a social network. These same teens are, however, showing signs of “Facebook Fatigue.” Nearly one in five (19%) who have an account no longer visit Facebook or are using it less.
Of the group that are saying goodbye to Facebook, 45% have lost interest, 16% are leaving because their parents are there, 14% say there are “too many adults/older people” and 13% are concerned about the privacy of their personal information.
To address this with our clientele, I usually refer to some of the research and writing on games for learning, including works by Gee, Squire, Johnson, Beck and Wade (who published the provocative book Got Game.) [Hopefully now he'll also refer to Kapp, O'Driscoll and Gadgets, Games and Gizmos for Learning.] I find that if I can help the decision-makers make the positive connection between good game design – the reason people become so hooked on the experience – and memory creation and retention, I can then move on to making a connection to serious gaming. First step; use good game design for serious learning outcomes.
Secondly, I often draw the analogy that an immersive 3D experience for serious learning is not really different than creating in-class role plays or doing other immersive experiences (such as outdoor team-building events). This helps make the connection that it is not about the game or the technology, it is really about designing an experience to get to relevant learning outcomes.
Finally, there is sometimes an objection related to perceptions of expense – that the 3D solution will be cost-prohibitive. The good news here is that the cost of technologies is coming down as the capabilities of standard hardware and networks in corporate environments has come up, lowering the technical and financial barriers to entry.