Lately it seems as if I have been doing a number of interviews, I was interviewed over at The eLearning Coach on the topic of Games and Simulations. Stop over and check out the interview. It was a lot of fun. Also, here is the second part of the interview (it was so long it became two parts.) Also, check out the other interesting content on the site. Some good stuff.
I also received an email with some interview questions. Here is a glimpse at some of the questions and answers from that email.
Why do you think parents disapprove of the idea of videogames in classrooms?
Parents only hear about the “bad” aspects of video games and a number of video games do have offensive language and content but so do books. Some of the most offensive subjects and written word has been captured in books. Do we ban all books as bad? No. We ban certain books but the rest we view as positive. We need the same focus on video games. Some are bad but many aspects of games are good. Parent just don’t know about those aspects because they are not as well publicized.
What are the differences between game-based learning and traditional learning methods used in schools now?
Many academic environments are not situated to take advantage of interactive learning opportunities; instead, they focus too much on one-way communication. The instructor lectures to the students. In that environment not a lot of information is retained by the learner. Other times, students are forced to do rote memorization which can be boring. Games can disguise rote memorization and make it more palatable for the learner. For example, games are played over and over again for a higher score, to beat someone or to reach the next level. We know that distributed practice (or spaced rehearsal) is an effective learning technique and a well designed game naturally embodies that concept more so than a traditional classroom lecture or homework assignment.
Another advantage of gaming over a traditional lecture is that games focus on problem-solving. In many classroom environments, time constraints and the need to keep every learner on the same page minimizes the opportunity learners have of truly engaging in problem solving. Games allow learners to engage in problem-solving on a regular basis.
Immediate feedback is another advantage. Games provide immediate feedback unlike a test or a quiz which requires time for an instructor to grade and return. Games also tend to motivate learners more than text on a PowerPoint slide that is presented in a typical classroom.
What are the problems with traditional learning methods?
The instruction all has to progress at one pace, students don’t get enough of a chance to practice problem-solving. The traditional methods don’t teach students to work with multiple variables and to see pattern recognition.
What can change if schools start to participate in game-based learning?
I believe we can raise a generation of problem-solvers and innovators. We can’t solve today’s problems with the education of yesterday. The classroom model has been around since the 1800’s and is appropriate for an industrial society but we are now an information society and we need a new focus. Games will our children to think on their feet and to aggressively confront issues with a sense of urgency.
Nolan Bushnell, the father of videogames, says “Everything can be done through a game. The learning and the exercise.” He continues to say that games teach much more than any teacher can. “They teach to work in teams, whether it is with another person or a simulation. They teach experiences and creative thinking and encourage students to learn by themselves.” Nolan concludes, “Students will learn if they just continue to play their videogames.”
Do you agree with Nolan Bushnell’s statement?
I agree to a large extent with his statements, I think I would modify to focus on educational games. I think “bad” games can teach some pretty bad stuff so to say all video games are good no matter what is like saying all video games are bad no matter what—-neither statement is true.
Games are an instructional strategy for teaching content but are not a panacea. While many good aspects of video games are ignored and should be highlighted and leveraged more in educational institutions, we cannot abandon all other types of learning in favor of games. An intelligent balance of instructor-led instruction, games, simulations, hands-on experiences and peer-to-peer interactions is necessary. A mistake too many people make is to see any one solution or technique, like video games as the answer to all educational problems. Unfortunately, it is not that simple. So, the “everything can be done through a game,” is, in my opinion, going a little far. But I do agree that learning and the exercise or application of the learning can be learned through the game but, more is needed. Practical, hands-on elements and working side-by-side and being able to see another student and work shoulder-to-shoulder is also important.
Bushnell also wants to create a “Game-Based School” where children learn from only games. What do you think the pros and cons of a school like this would be?
The pros would be the problem-solving focus and the motivation. The cons would be, as mentioned above, one cannot learn everything they need to know at all times through a game. Many more dynamics are needed. A game centered curriculum can be successful if other elements are also included. Again, a one dimensional solution to educational problems is short-sighted and is wrong.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Monday, November 23, 2009
Training Industry Statistics
Here are some interesting statistics from TRAINING.
- 2009 U.S. Training Expenditures (including payroll and spending on external products and services) was $52.2 billion (a 7% decrease from last year)
- 41% of organizations plan on purchasing online learning tools and systems in the next year.
- Payroll was $32.9 billion, about a $1 billion dollar overall loss from 2008.
- 47% of organizations surveyed reported a decrease in training budgets this year.
- Companies spent $1,036 per learner this year ($1,075 in 2008).
- Small companies (10-999 employees) spent about 33 hours of training per employee in 2009.
- Midsized (1,000 to 9,999 employees) spent about 29 hours of training per employee in 2009.
- Large (10,000 or more employees) spent about 33 hours of training per employee in 2009.
- 1.5% of companies are using social networking or mobile training methods.
- 47% of training hours are delivered by a stand-and-deliver instructor in a classroom setting.
- 18.5% use online or computer-based technologies for their training delivery.
- $306,178 was the average expenditure for training outsourcing
Saturday, November 21, 2009
Friday of CAC
It's been a good 3 days of Bloomsburg University's Corporate Advisory Council meeting. We had great Corporate Presentations on Wednesday, the students did a Fantastic Job on Thursday and on Friday, Dr. Doll gave a great presentation highlighting Google Wave.
Meanwhile, students interviewed with many companies including Kodak, RWD Technologies, Geisinger, Bristol-Myers Squibb as well as several others.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Dr. Doll makes a point about Google Wave.
Meanwhile, students interviewed with many companies including Kodak, RWD Technologies, Geisinger, Bristol-Myers Squibb as well as several others.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Thursday, November 19, 2009
CAC 2009 Student Presentations
Today student's present their mock solution to a mock exercise as part of their Master's of Science in Instructional Technology degree requirement. It is a great event. Students have written a 40 page proposal, created a 20 minute "sales" presentation and are prepared for a 15 minute question and answer session from our corporate advisory council members (we have over 30 in attendance this semester).
Here is a brief overview of the Request for Proposal to which they've responded this semester (it changes every semester.)
Mock E-Learning RFP Fall 2009
This semester the focus is on developing a “Training System” for the introduction of a new product from Big Power Tool Company (BPTC). The RFP has opportunities for product training, sales training, e-learning, hands-on instructor-led elements, multiple languages and follow up training. As well as training geared toward experts and novices and the opportunity for students to offer a solution using Web 2.0 and social media solutions.
The event has over 40 CAC members in attendance.
First Team: Stellar Strategies
Student Team Global Talk
Student Team MicroManage
Written Winner: MicroManage
Presentation Winner: Global Talk
Prototype Winner: Stellar Strategies
MicroManage wins overall.
Throughout the day, I will post pictures and overviews of the student presentations. Also, you can follow the tweets with the #BUCAC hash tag.
(student presentations will not be streamed.)
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Here is a brief overview of the Request for Proposal to which they've responded this semester (it changes every semester.)
Mock E-Learning RFP Fall 2009
This semester the focus is on developing a “Training System” for the introduction of a new product from Big Power Tool Company (BPTC). The RFP has opportunities for product training, sales training, e-learning, hands-on instructor-led elements, multiple languages and follow up training. As well as training geared toward experts and novices and the opportunity for students to offer a solution using Web 2.0 and social media solutions.
Introduction
The purpose of this semester’s Request for Proposal is to have the students submit a proposal to design and develop a training system for the launch of a new hardware product aimed at three markets, retail “big box” stores, independent hardware stores and professional contractors. The new combo tool kit will revolutionize the hand tool market and allow for the powering through of work with less fatigue and all day run time.
The kit contains a Drill/Driver, an Impact Driver, a Reciprocating saw, one Work light, one Charger and two Interchangeable Lithium-ion Batteries. The training systems must encompass the needs of both experienced sales representatives and a field force of new representatives who have not previously sold our products before.
Additionally, the instruction must be in three different languages, English, French and Spanish.
About the Client
Big Power Tool Company, Inc. (BPTC) is an international manufacturer and marketer of quality power tools and accessories, hardware and home improvement products focused on making the construction and building of residential and commercial properties easier and more efficient. They are well known for the Model Z drill line and their innovative approach to new product design and development as indicated by our being awarded the IDEAS 5.0 Innovation Award for six consecutive years. BPTC’s products and services are marketed in more than 100 countries, and they have manufacturing operations in fifteen countries.
Objectives Students Need to Fulfill
The objectives of the work BPTC wishes to commission are:
· To design, develop and deliver a training system (no longer than 5 days) that provides sales representatives (both novice and experienced) with the product knowledge and sales approach necessary to sell the SUPER MAX Combo into the three markets.
· The training system must include initial training and then follow up training exercises, techniques or approaches that continually coach the sales representatives and alert them to competitor responses in the market. (This is the opportunity for social media solutions).
· Create both online and hands-on learning events within the overall system for the time frame.
· Create the system in three languages.
Jason introduces himself and tells the year
he graduated from the program.
First Team: Stellar Strategies
Liz, Michael, Joe, Nitin and Susan of
Stellar Strategies discuss their solution.
Joe discusses the prototype.
Susan presents her "close."
Team answers questions from CAC members.
Student Team Global Talk
Elaine, Romona, Tony and Dion.
Showing how the training process
flows with a short automated piece.
Global Talk addressing the training
needs of Big Power Tool Company.
Eric, Rachel, Michelle and Adam present their solution.
Rachel outlines the solution for BPTC.
Adam discusses the prototype.
Written Winner: MicroManage
Presentation Winner: Global Talk
Prototype Winner: Stellar Strategies
MicroManage wins overall.
Throughout the day, I will post pictures and overviews of the student presentations. Also, you can follow the tweets with the #BUCAC hash tag.
(student presentations will not be streamed.)
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Wednesday, November 18, 2009
Fall 2009 Corporate Advisory Event Starts Today
Today marks the beginning of one of my favorite events of the year. Our annual Corporate Advisory Council (CAC) event. This is an event where students of instructional technology have a conference with professionals in the field where they can learn, exchange ideas and select students for jobs and internships. It is a great win-win event.
This semester we have over 35 individuals representing 31 different companies including representatives from Kodak, KPMG, Bristol-Myers Squibb, Tyco Electronics, Vanguard, Northrop Grumman and others are in attendance. Including several entrepreneurial companies started by alumni of the program. The first day the corporations will present to the students and each other. On the second day students will present solutions to a mock Request for Proposals (RFP) while the CAC members evaluate their presentations and on the third day students will interview for internships and job opportunities.
Here is a brief synopsis of the RFP the students will be answering this semester. The focus of the RFP is on developing a “Training System” for the introduction of a new product from the fictitious Big Power Tool Company (BPTC). The RFP has opportunities for product training, sales training, e-learning, hands-on instructor-led elements, multiple languages and follow up training. As well as training geared toward experts and novices and the opportunity for students to offer a solution using Web 2.0 and social media solutions.
And, as an added bonus, this year we are going to be streaming live the presentations by our CAC members on Wed (today).
Here is a list of the presenter and link to the streaming video. This is new this semester so we'll see how it works. Also, you should be able to even email in questions using this system so if something is of interest, drop an email. All times are Eastern Standard.
Dr. Phillips Kicks Off the Meeting
Welcome and Introductions (12:15 PM) Dr. Karl Kapp and Timothy Phillips (if you had to miss something, this might be it.)Carl Siedel of AXIOM Professional Health Learning (12:30 PM -1:00 PM)(not available for streaming)
Jen talks about a virtual preceptorship.
Carl answers a question.
Jason W. Smith of KWConnect (1:00-1:30)
Jason introduces himself and the company.
Talking about developing training to
build relationships and communications.
Jason discusses different types
of training his company delivers.
Screen shot from Jason's streaming presentation.
Ahaa about e-learning-They are benchmarking you against the web (
-Videos 3-5 minutes
-How does the content help me right now
-Don't bore me (passionate, engaging or I'll leave)
-Let me share it.
Mark Burke of ViaAcademies (1:30-2:00)
Mark talks about
online music education at viaAcademies
Mark explaining how he has integrated several
different technologies to teach music online.
different technologies to teach music online.
Anna Griffith of Discovery Machine (2:15-2:45)
Anna and her presentation in the streaming interface.
Anna talking about mapping expertise.
Anna answering questions from the audience.
Experts can always identify mistakes new learners make.
Chris Reichart of Zerion Software (2:45-3:15)
Chris highlights some features of their iPhone applications.
Game engine that started it all.
Map of users of one of the applications developed.
Check out more iPhone applications at Zerion Software.
Sherry Engel of Performance Development Group (3:15-3:45)
Sherry talks about forecasting ROI.
John Menapace of Menapace Productions (3:45-4:15)
John shows his learning product to walk a
student through the writing process.
John talking about the patterns of teaching.
Cliff Sobel of The Phoenix Group (4:15-4:45)
Cliff and Rhonda talk about interactivity and engagement.
Rhonda talks about Cannon Live Learning.
Cliff describes The Phoenix Group.
Great presentations today, thanks to all the great presenters. I'll be posting the download information shortly so you can check out the presentations at your convenience.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Tuesday, November 17, 2009
Designing a Virtual World Learning Event? Think Participant Centered
Immersed in a learning environment
(notice, no bulleted list of objectives)
An important virtual world design principle is that the participant (not the teacher) must be positioned at the center of the learning experience--a 360 degree immersion in an learning experience. Thus the term Virtual Immersive Environment (VIE)
Unlike the classroom-based “Sage on the Stage” model where the teacher imparts knowledge upon the passive learning consumer, in a 3D Learning Experience, the participant must be actively engaged. Within the environment, the learner's actions and interactions must have consequential outcomes within the learning experience itself.
In virtual world learning, the locus of control moves from the instructor or teacher to the learner and the contextual design must accommodate the actions and interactions that participants have within the immersive environment. Learning objectives are not covered conversationally, but experienced viscerally. In 3D Learning Experiences, participants become a component in the design of the learning experience itself (which requires a different approach from instructional designers)
In a typical classroom setting objectives are introduced, explained via illustration or example and processed via conversation. In a 3D Learning Experience, situations are encountered, experienced and learning is synthesized as a part of the experience itself. Content and process are fused to the point where the distinction between learning and doing becomes almost imperceptible.
In placing the learner at the center of the design and in exploring how to bring the learning objectives to life via participant activity, Instructional Designers can discover new possibilities and approaches to improve and enrich the participant’s learning experience.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
Monday, November 16, 2009
Random Web 2.0 Statistics
Here are some interesting Web 2.0 Statistics gathered from a number of different sources.
- Web 2.0 users report a 20% decrease in communication and travel costs both internally and in external supplier relationships (according to a November 2009 T&D Magazine article, The Wonders of Conversion, quoting a McKinsey & Company Survey)
- Using Web 2.0 tools, production innovation soared 20% because organizations could receive input from partners and customers quickly and apply feedback to products. (same source as above)
- Web 2.0 technology users increased their revenue across internal relations, external relations and dealing with suppliers and other external partners by 13%. (same source as above)
- The average consumer is exposed to over 3,000 messages a day. (Digital: Beyond Our Control, But Within Our Reach)
- 2,000,000,000 (two billion) – approximate number of Google searches that occur every day (How many searches has Google done?)
- An estimated 6.8 billion search queries were conducted at Google Search, representing 66.1 percent of all search queries in October 2009.(Top US Search Providers October 2009)
- There are more than 85,000 active contributors working on more than 14,000,000 articles in more than 260 languages at Wikipedia. There are approximately 3,094,793 articles in English. Wikipedia has 10,992,799 registered users, including 1,696 administrators.(Wikipedia About)
- The breakdown of bloggers, according to Technorati, is Hobbyists (72%), Part-Timers (15%), Corporate (4%), Self Employeds (9%). (Source is Technorati)
- Self-expression and sharing expertise are the primary motivations for bloggers, and 70% of all respondents stated that personal satisfaction is a way they measure the success of their blog. Among Pros, however, the leading metric of success is the number of unique visitors. (same source as above)
- A total of 16% of bloggers describe themselves as snarky. (same source as above)
- 20 hours of video are uploaded to YouTube every minute (YouTube Blog)
- Meanwhile, at Facebook, There are more than 300 million active users and 50% of active users log on to Facebook in any given day while the fastest growing demographic is those 35 years old and older. (Facebook Statistics)
- On Facebook, the average user has 130 friends on the site with more than 8 billion minutes spent on Facebook each day (worldwide) providing approximately 45 million status updates each day. (same source as above)
- Relative to the entire population of internet users, those who have been to graduate school are over represented on LinkedIn. (Alexa, the Web Information Company)
- At LinkedIn, the average age is 41 with an average household income of $109,703 with over 50% having an income of $100k plus. About 64% are male and 34% own a Smartphone/PDA. (Linkedintomarketing)
- Unique visitors to Twitter increased 1,382 percent year-over-year, from 475,000 unique visitors in February 2008 to 7 million in February 2009. (Twitter’s Tweet Smell Of Success)
- In February 2009 the largest age group on Twitter was 35-49; with nearly 3 million unique visitors, comprising almost 42 percent of the site’s audience. (same source as above)
- The majority of people visit Twitter.com while at work, with 62 percent of the audience accessing the site from work only versus 35 percent that accessed it from home only. (same as above)
Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books Content Guide
Saturday, November 14, 2009
Learn about Somali Pirates and Capitalism with This Interesting Game
Here is a chance for you to step into the role of a
Somali Pirate in Wired's Cutthroat Capitalism.
The folks over at Wired have created an interesting game to "teach" people stories in the news, the idea is that someone can better understand the news story of the Somali pirates by understanding their motivation and by taking on the role of the pirate to better understand the economic motivations behind the Somali attacks.
Give the game a try and see if you can be a successful pirate and...see if you learn anything about the economics of being a modern day pirate.
Imagine if all complex news related information was presented in an interactive format. It might just help people understand the complex world around them just a little better.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide
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