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one digital consulting © 2016
Simulation and Serious Games
for Professional Training in
Emergency Services
A Place for Innovation
On Line Educa / Berlin
Carlos J. Ochoa Fernandez
ONE Digital Consulting
one digital consulting © 2016
Carlos J. Ochoa Fernandez: MBA from Babson College, Engineer
from Madrid Polytechnic University, Certificate in Innovation and
Entrepreneurship by Maryland University, Advanced in Digital
Marketing for International Business Development (CECO) and ITC
Certificate by Siemens Data-Technic Schule (Germany).
With over 25 years of International experience in the Innovation and
New Advance Digital Technologies in ITC Industry and Digital
Education. Leading successful organizations (SIEMENS, Sagentia,
Altran, TYPSA, Eptron and Founder and CEO of E_Learning
Consulting and ONE Digital Consulting; with a balance strategic
mission and innovative business development vision.
Member of Smart Cities Experts Group of AENOR (Spain)
Board Member of several experts groups: Utilities and Emergency
Services Strategy in Siemens (Europe),GIS Strategy in Siemens
(Europe), AM/FM International, ASCAD, ASLAND & AESIG (Spain)
Experience: Entrepreneurial and Innovative Spirit, Team Leader in
Digital Business Transformation and Smart Education, driver in New
IT Digital Markets, with more than 25 years of experience in IT
development in public and private sectors. Participating in most
relevant R&D E.U. Projects and Strategy (FP6/7 & H2020).
www.carlosjochoa.com
https://twitter.com/CarlosJOchoaFer
http://es.linkedin.com/in/carlosochoafernandez
http://es.slideshare.net/CarlosOchoaFernandez
Carlos J. Ochoa Fernández
one digital consulting © 2016
 Introduction
 From the History to the Present Situation
 Megatrends in eLearning/eTraining
 Virtual Simulators and Serious Games
 Ideas & Opportunities for Innovation
 The Big Challenge
 Conclusions
one digital consulting © 2016
From the History to the Present Situation
Humans, since its inception has been the need for:
 Learn, understanding the things and the reason why and adapting to
the environment.
 Discover, learning new things, finding new places, understanding the
environment and growing up as individual.
 Invent, creating things to make life easier.
 Share, teaching to others the knowledge and benefits of the things
and training to improve their skills in hunting, building, fighting
one digital consulting © 2016
From the History to the Present Situation
 The evolution of society in recent years has been breathtaking, especially
because of the research, development and innovation and the rapidly
adaptation of the citizen to this big change. These changes in lifestyle,
work, personal development, education, how we communicate, etc ...
were unimaginable to our grandparents just 20 years ago.
 This New Scenario directly affects the way that governments must tackle
new challenges and paradigms of contemporary society.
The impact of social networks and mobile devices, is the most
comprehensive and global driver. And in the same way, the new advanced
threats, has a very strong impact to social welfare and peaceful
coexistence between people and countries.
one digital consulting © 2016
From the History to the Present Situation
 In this new scenario there is no good or bad. Any citizen (close to you)
can create and develop an alter-ego profile online and split his
personality becoming a potential or brutal enemy ... in a real-video
game. That can be turned into real in an interconnected virtual
community. That can develop a trend and transport it via: information,
data, attitudes, thoughts, ideas, feelings, opinions ... around the world in
a cyber-second. Becoming an anonymous ambassador of ...
in the real world.
one digital consulting © 2016
From the History to the Present Situation
 Social Media and all very well known channels: You tube, Facebook,
Tuenti, Gaming Communities ... are usual channels used by everybody,
from women to men to children all around the world. It is the most
amazing people knowledge database worldwide ..and the mafia uses
too as "Virtual Incubators". To (Like) add "friends", and capture
"messengers", ... using and managing the same channels, languages as
their objectives and potential characters ... becoming “the new cyber-
leaders generation”.
one digital consulting © 2016
Megatrends in eLearning/eTraining
The New Learning Scenario in an On-Line world: Strategic
Definition
 Megatrends
 eLearning
 eKnowledge
 eTraining
 ABL ©
 Serious Games, VR & AR, Digital eBooks…
one digital consulting © 2016
Envisioning the future of education technology:
one digital consulting © 2016
Blended Learning Models:
one digital consulting © 2016
one digital consulting © 2016
one digital consulting © 2016
one digital consulting © 2016
Trends in teachers evaluation: “We have to measure what is important and relevant”
one digital consulting © 2016
Innovative and Effective Learning:
one digital consulting © 2016
“ If we wish to prepare a
generation of citizens
who can solve real-world
problems, we must give them
real-world problems to solve“
one digital consulting © 2016
…and what can we do now from here?...
There are several different approaches for the Security and Emergency Services. Let’s focus on 3 scenarios:
The first one, let’s call it the “Standard Approach”, Step by Step. Its focus on professional users and skills development and
improvement:
 Solutions depending on technology
 eLearning standard environment
 From paper to digital assets and contents
 No added value processes
The second one, the “ABL Approach”. Its focus on programs and real-life problems.
 Knowledge-based environment
 Actions-Based Learning
 Actions according to solutions to solve real-life problems, any time, anywhere.
 Adapting technology to actions
 Case studies based on real life experiences
 Added Value +
The future one, the “Global Approach”. Its focus on citizens, strategy and real-life problems.
 Global Vision
 Case studies based on real life experiences
 Added Value +++
one digital consulting © 2016
Actions Based Learning Approach:
 Structure
 Content
 Delivery
 Monitoring
one digital consulting © 2016
Actions Based Learning: An Innovative approach for a global problem based
on Cases, Studies and Real Life experiences.
Project Goals:
 Assist teachers and supervisors in planning, developing and implementing the education
programme for their classroom.
 Train teachers to identify students who may be at risk of security problems and the steps to
assist them in getting help.
 Increase teachers and supervisors comfort level with the content and process of the education
program.
 Increase teachers and supervisors level of knowledge of the facts of student security,
internet…use and related issues.
 Expand the repertoire of methods, tools and actions for delivering the education program.
 Increase the competence, confidence and commitment of teachers, supervisors and parents of
security education.
 Improve teachers, supervisors and parents confidence in using interactive teaching methods,
tools and actions in the “Prevention Programs”.
one digital consulting © 2016
ToolBox and methods for a successful Project implementation:
 Small Group Discussion
 Independent Study
 Simulation and role-play
 Practice in using the techniques
 Curriculum development
 Multimedia material presentation
 Multimedia Repository and Digital Resources
 Actions based learning
 Structured learning Experiences
 Gaming experiences in groups
one digital consulting © 2016
Actions Based Learning Approach (I):
 Teaching relevant content: Goals for student learning are explicitly derived from content
standards and key concepts at the heart of fundamental disciplines
 Critical thinking and problem solving actions: To answer a Driving Question and create
high-quality work, students need to do much more than just remember information. They
need to use higher-order thinking skills and learn how to work as a team. They must listen
to others and have clear defined ideas when speaking, and also to be able to work with a
variety of material and formats, write or otherwise express themselves in various modes,
and create effective presentations.
 Essential contents and skills: Actions Based Learning starts with the vision of an end
presentation or dilemma. This creates a context and a reason to learn and understand the
information and concepts around the action.
 The voice and choice of Student: Students learn how to give and receive feedback in order
to improve the quality of the action, and are asked to think about what and how they are
learning.
one digital consulting © 2016
Actions Based Learning Approach (II):
 Involve other teaching Groups: Students may present their work to other Groups– in person
or online. This increase students’ motivation to do high-quality work, and adds to the
authenticity of the action.
 Common values: Definitions and assumptions about what constitutes good instruction.
 Multimedia Repository: Resources libraries containing a range of actions and experiences to
use or adapt. Since these lie at the heart of main Training Project, they are vetted for quality,
road-tested in classrooms and made easily accessible online with complete resources,
guides and manuals.
 Professional development and coaching from experienced Team: This includes materials
and workshops on designing, implementing and using actions, Technical assistance-in
person and on-line, and sustained support over time from peers and instructional coaches.
one digital consulting © 2016
Actions Based Learning Approach (III):
 Supportive policies and practices: As an effective form of professional development, the
Training Project provide plenty of time for teachers to meet with colleagues to plan new
actions, fine-tune lessons, and gather and share digital resources. The digital resources,
materials, and technology for actions are readily available.
 Administrative and instructional leadership: That puts a priority on providing the time and all
the resources necessary to make the Training Teachers and Supervisors Project happen.
These leaders promote the Project to parents, the community, and the students, to be sure
everyone is on board with the effort, and help troubleshoot implementation issues when
they occur.
 If we wish to prepare a generation of teachers and supervisors who can solve real-world
problems, we must give them real-world problems to solve. If we want to graduate trainers
who can manage their time and collaborate with others, we must give them guidance and
practice managing their time and collaborating with others
one digital consulting © 2016
ACTION 1. Professionals Outcomes
 Objective: XXXXX
 Target Public: Police, analysts, etc.
 Proposal: Development of a Prototype Model for…. Improving the whole value
chain and tools for better performance.
 Requirements and needs: Identify the requirements of the pilot:
 Supplied some examples of...
 Platform: Internet, IWB, PC/MAC, iOS/Android
 Indicators: Number of users, number of visits, number of participants
one digital consulting © 2016
The Digital
Adventure in
Security and
Emergency
Services
one digital consulting © 2016
one digital consulting © 2016
A Little bit serious but…gamming.
 Nowadays e-learning companies develop serious games for human
resources departments, which have used them for recruiting, forming and
evaluating people in an enriching and more friendly way.
 One of the most important differences between videogames and serious
games is the fact that most serious games have an instructional design
basis that sets objectives, concepts and other educational aspects.
 Gamification has revitalized the serious games sector, even though it does
not imply the use of videogames. It has been the focus of many
companies that want to improve their processes by setting gaming rules
and bonuses for workers, customers, etc.
one digital consulting © 2016
Isl@nd Ecosystem
one digital consulting © 2016
The Future…is now
The future of serious games will probably have to deal with
these technologies and others to come:
Kinect and other motion capture technologies
Communication & Security
Wide-ranging Virtual Reality
3D/Stereoscopy and video projection
Augmented reality
one digital consulting © 2016
Isl@nd Ecosystem
one digital consulting © 2016
 Geolocation (GPS)
 A.R. applied to assessment
 Integration of Knowledge management platforms
 Real time engines with physics
The future of serious games is not only a matter of advances in
technology. Pedagogy and psychology have much to say:
adaptive learning and the use of emotions, since at the end it's a
matter of educating and forming.
All these technologies will help companies to form new workers
and update their knowledge about new tasks and processes in
order to adapt to a challenging global market.
one digital consulting © 2016
Work-Flow and business process…
Isl@nd Ecosystem
one digital consulting © 2016
Conclusions
New Digital Society demands Global Solutions
Global citizens and global vision
Innovation and anticipation
Knowledge-based integrated solutions
Security and new standards
Simulations & Serious games offer new possibilities in the education
and training, allowing greater involvement of students in their own
learning and their learning environment and a constant evolution of
content and tools.
The teacher / tutor-student relationship is enhanced by the facilities that
offers Simulations & Serious Games technology when creating virtual
communities and tools to be used in the classroom in an effective, simple
and friendly community.
Immersive simulations are one of the most attractive innovations that
provide greater value for practical training of the community.
one digital consulting © 2016
Madrid
Brussels
Dubai
Pune
onedigital consulting one world one contact one media
© 2016 one digital consulting
Management Consultancy
Strategic Consultancy
Smart Education
Smart Citizens
Knowledge Factory
madrid@onedigitalconsulting.com
onedigital consulting ©
Reimagining the Digital World
CARLOS J. OCHOA
WWW.ONEDIGITALCONSULTING.EU

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Simulations and Serious Games in Emergency Services.

  • 1. one digital consulting © 2016 Simulation and Serious Games for Professional Training in Emergency Services A Place for Innovation On Line Educa / Berlin Carlos J. Ochoa Fernandez ONE Digital Consulting
  • 2. one digital consulting © 2016 Carlos J. Ochoa Fernandez: MBA from Babson College, Engineer from Madrid Polytechnic University, Certificate in Innovation and Entrepreneurship by Maryland University, Advanced in Digital Marketing for International Business Development (CECO) and ITC Certificate by Siemens Data-Technic Schule (Germany). With over 25 years of International experience in the Innovation and New Advance Digital Technologies in ITC Industry and Digital Education. Leading successful organizations (SIEMENS, Sagentia, Altran, TYPSA, Eptron and Founder and CEO of E_Learning Consulting and ONE Digital Consulting; with a balance strategic mission and innovative business development vision. Member of Smart Cities Experts Group of AENOR (Spain) Board Member of several experts groups: Utilities and Emergency Services Strategy in Siemens (Europe),GIS Strategy in Siemens (Europe), AM/FM International, ASCAD, ASLAND & AESIG (Spain) Experience: Entrepreneurial and Innovative Spirit, Team Leader in Digital Business Transformation and Smart Education, driver in New IT Digital Markets, with more than 25 years of experience in IT development in public and private sectors. Participating in most relevant R&D E.U. Projects and Strategy (FP6/7 & H2020). www.carlosjochoa.com https://twitter.com/CarlosJOchoaFer http://es.linkedin.com/in/carlosochoafernandez http://es.slideshare.net/CarlosOchoaFernandez Carlos J. Ochoa Fernández
  • 3. one digital consulting © 2016  Introduction  From the History to the Present Situation  Megatrends in eLearning/eTraining  Virtual Simulators and Serious Games  Ideas & Opportunities for Innovation  The Big Challenge  Conclusions
  • 4. one digital consulting © 2016 From the History to the Present Situation Humans, since its inception has been the need for:  Learn, understanding the things and the reason why and adapting to the environment.  Discover, learning new things, finding new places, understanding the environment and growing up as individual.  Invent, creating things to make life easier.  Share, teaching to others the knowledge and benefits of the things and training to improve their skills in hunting, building, fighting
  • 5. one digital consulting © 2016 From the History to the Present Situation  The evolution of society in recent years has been breathtaking, especially because of the research, development and innovation and the rapidly adaptation of the citizen to this big change. These changes in lifestyle, work, personal development, education, how we communicate, etc ... were unimaginable to our grandparents just 20 years ago.  This New Scenario directly affects the way that governments must tackle new challenges and paradigms of contemporary society. The impact of social networks and mobile devices, is the most comprehensive and global driver. And in the same way, the new advanced threats, has a very strong impact to social welfare and peaceful coexistence between people and countries.
  • 6. one digital consulting © 2016 From the History to the Present Situation  In this new scenario there is no good or bad. Any citizen (close to you) can create and develop an alter-ego profile online and split his personality becoming a potential or brutal enemy ... in a real-video game. That can be turned into real in an interconnected virtual community. That can develop a trend and transport it via: information, data, attitudes, thoughts, ideas, feelings, opinions ... around the world in a cyber-second. Becoming an anonymous ambassador of ... in the real world.
  • 7. one digital consulting © 2016 From the History to the Present Situation  Social Media and all very well known channels: You tube, Facebook, Tuenti, Gaming Communities ... are usual channels used by everybody, from women to men to children all around the world. It is the most amazing people knowledge database worldwide ..and the mafia uses too as "Virtual Incubators". To (Like) add "friends", and capture "messengers", ... using and managing the same channels, languages as their objectives and potential characters ... becoming “the new cyber- leaders generation”.
  • 8. one digital consulting © 2016 Megatrends in eLearning/eTraining The New Learning Scenario in an On-Line world: Strategic Definition  Megatrends  eLearning  eKnowledge  eTraining  ABL ©  Serious Games, VR & AR, Digital eBooks…
  • 9. one digital consulting © 2016 Envisioning the future of education technology:
  • 10. one digital consulting © 2016 Blended Learning Models:
  • 14. one digital consulting © 2016 Trends in teachers evaluation: “We have to measure what is important and relevant”
  • 15. one digital consulting © 2016 Innovative and Effective Learning:
  • 16. one digital consulting © 2016 “ If we wish to prepare a generation of citizens who can solve real-world problems, we must give them real-world problems to solve“
  • 17. one digital consulting © 2016 …and what can we do now from here?... There are several different approaches for the Security and Emergency Services. Let’s focus on 3 scenarios: The first one, let’s call it the “Standard Approach”, Step by Step. Its focus on professional users and skills development and improvement:  Solutions depending on technology  eLearning standard environment  From paper to digital assets and contents  No added value processes The second one, the “ABL Approach”. Its focus on programs and real-life problems.  Knowledge-based environment  Actions-Based Learning  Actions according to solutions to solve real-life problems, any time, anywhere.  Adapting technology to actions  Case studies based on real life experiences  Added Value + The future one, the “Global Approach”. Its focus on citizens, strategy and real-life problems.  Global Vision  Case studies based on real life experiences  Added Value +++
  • 18. one digital consulting © 2016 Actions Based Learning Approach:  Structure  Content  Delivery  Monitoring
  • 19. one digital consulting © 2016 Actions Based Learning: An Innovative approach for a global problem based on Cases, Studies and Real Life experiences. Project Goals:  Assist teachers and supervisors in planning, developing and implementing the education programme for their classroom.  Train teachers to identify students who may be at risk of security problems and the steps to assist them in getting help.  Increase teachers and supervisors comfort level with the content and process of the education program.  Increase teachers and supervisors level of knowledge of the facts of student security, internet…use and related issues.  Expand the repertoire of methods, tools and actions for delivering the education program.  Increase the competence, confidence and commitment of teachers, supervisors and parents of security education.  Improve teachers, supervisors and parents confidence in using interactive teaching methods, tools and actions in the “Prevention Programs”.
  • 20. one digital consulting © 2016 ToolBox and methods for a successful Project implementation:  Small Group Discussion  Independent Study  Simulation and role-play  Practice in using the techniques  Curriculum development  Multimedia material presentation  Multimedia Repository and Digital Resources  Actions based learning  Structured learning Experiences  Gaming experiences in groups
  • 21. one digital consulting © 2016 Actions Based Learning Approach (I):  Teaching relevant content: Goals for student learning are explicitly derived from content standards and key concepts at the heart of fundamental disciplines  Critical thinking and problem solving actions: To answer a Driving Question and create high-quality work, students need to do much more than just remember information. They need to use higher-order thinking skills and learn how to work as a team. They must listen to others and have clear defined ideas when speaking, and also to be able to work with a variety of material and formats, write or otherwise express themselves in various modes, and create effective presentations.  Essential contents and skills: Actions Based Learning starts with the vision of an end presentation or dilemma. This creates a context and a reason to learn and understand the information and concepts around the action.  The voice and choice of Student: Students learn how to give and receive feedback in order to improve the quality of the action, and are asked to think about what and how they are learning.
  • 22. one digital consulting © 2016 Actions Based Learning Approach (II):  Involve other teaching Groups: Students may present their work to other Groups– in person or online. This increase students’ motivation to do high-quality work, and adds to the authenticity of the action.  Common values: Definitions and assumptions about what constitutes good instruction.  Multimedia Repository: Resources libraries containing a range of actions and experiences to use or adapt. Since these lie at the heart of main Training Project, they are vetted for quality, road-tested in classrooms and made easily accessible online with complete resources, guides and manuals.  Professional development and coaching from experienced Team: This includes materials and workshops on designing, implementing and using actions, Technical assistance-in person and on-line, and sustained support over time from peers and instructional coaches.
  • 23. one digital consulting © 2016 Actions Based Learning Approach (III):  Supportive policies and practices: As an effective form of professional development, the Training Project provide plenty of time for teachers to meet with colleagues to plan new actions, fine-tune lessons, and gather and share digital resources. The digital resources, materials, and technology for actions are readily available.  Administrative and instructional leadership: That puts a priority on providing the time and all the resources necessary to make the Training Teachers and Supervisors Project happen. These leaders promote the Project to parents, the community, and the students, to be sure everyone is on board with the effort, and help troubleshoot implementation issues when they occur.  If we wish to prepare a generation of teachers and supervisors who can solve real-world problems, we must give them real-world problems to solve. If we want to graduate trainers who can manage their time and collaborate with others, we must give them guidance and practice managing their time and collaborating with others
  • 24. one digital consulting © 2016 ACTION 1. Professionals Outcomes  Objective: XXXXX  Target Public: Police, analysts, etc.  Proposal: Development of a Prototype Model for…. Improving the whole value chain and tools for better performance.  Requirements and needs: Identify the requirements of the pilot:  Supplied some examples of...  Platform: Internet, IWB, PC/MAC, iOS/Android  Indicators: Number of users, number of visits, number of participants
  • 25. one digital consulting © 2016 The Digital Adventure in Security and Emergency Services
  • 27. one digital consulting © 2016 A Little bit serious but…gamming.  Nowadays e-learning companies develop serious games for human resources departments, which have used them for recruiting, forming and evaluating people in an enriching and more friendly way.  One of the most important differences between videogames and serious games is the fact that most serious games have an instructional design basis that sets objectives, concepts and other educational aspects.  Gamification has revitalized the serious games sector, even though it does not imply the use of videogames. It has been the focus of many companies that want to improve their processes by setting gaming rules and bonuses for workers, customers, etc.
  • 28. one digital consulting © 2016 Isl@nd Ecosystem
  • 29. one digital consulting © 2016 The Future…is now The future of serious games will probably have to deal with these technologies and others to come: Kinect and other motion capture technologies Communication & Security Wide-ranging Virtual Reality 3D/Stereoscopy and video projection Augmented reality
  • 30. one digital consulting © 2016 Isl@nd Ecosystem
  • 31. one digital consulting © 2016  Geolocation (GPS)  A.R. applied to assessment  Integration of Knowledge management platforms  Real time engines with physics The future of serious games is not only a matter of advances in technology. Pedagogy and psychology have much to say: adaptive learning and the use of emotions, since at the end it's a matter of educating and forming. All these technologies will help companies to form new workers and update their knowledge about new tasks and processes in order to adapt to a challenging global market.
  • 32. one digital consulting © 2016 Work-Flow and business process… Isl@nd Ecosystem
  • 33. one digital consulting © 2016 Conclusions New Digital Society demands Global Solutions Global citizens and global vision Innovation and anticipation Knowledge-based integrated solutions Security and new standards Simulations & Serious games offer new possibilities in the education and training, allowing greater involvement of students in their own learning and their learning environment and a constant evolution of content and tools. The teacher / tutor-student relationship is enhanced by the facilities that offers Simulations & Serious Games technology when creating virtual communities and tools to be used in the classroom in an effective, simple and friendly community. Immersive simulations are one of the most attractive innovations that provide greater value for practical training of the community.
  • 34. one digital consulting © 2016 Madrid Brussels Dubai Pune onedigital consulting one world one contact one media © 2016 one digital consulting Management Consultancy Strategic Consultancy Smart Education Smart Citizens Knowledge Factory madrid@onedigitalconsulting.com onedigital consulting © Reimagining the Digital World CARLOS J. OCHOA WWW.ONEDIGITALCONSULTING.EU