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Training in a virtual world

  1. Daden Limited Training in Virtual Worlds David Burden Daden Limited © 2010 www.daden.co.uk
  2. Training in Virtual Worlds © 2010 www.daden.co.uk  Games, Simulations and Virtual Worlds  Modes of Use  Why Use Virtual Worlds  Exemplar Projects  Barriers, Issues and Planning
  3. Games, Simulations & Virtual Worlds © 2010 www.daden.co.uk
  4. Serious Games © 2010 www.daden.co.uk  Often no avatar  Usually single user  One game = one task  Often stand-alone PC  Short duration  Limited goals  Limited actions  Game-play & score orientated The Business Game – Pixel Learning  No persistence
  5. Simulations © 2010 www.daden.co.uk  Often no avatar  Usually first-person view  Single/multi user  Scenario/environment based  Stand-alone or networked PCs  Short/medium duration  Wider goals VBS2 – Bohemia Interactive  Wider actions  Real-life not game rewards  Limited persistence
  6. Sandbox Games © 2010 www.daden.co.uk  Avatar based  Trailing camera/first-person view  Multi/single user  Scenario/environment based  Networked/Stand-alone PCs  Medium duration  Wider goals or storyline http://blog.media-freaks.com/other-horizons-different-applications-of-3d-animation/ Grand Theft Auto  Wider actions  Gameplay & score driven  Limited persistence
  7. Virtual Worlds © 2010 www.daden.co.uk  Avatar based  Trailing camera/first-person view  Multi user  Scenario/environment based  Networked PCs  Medium/long duration SL5B Conference Panel – Second Life  Wide/no goals  Very wide actions  Money & reputation  Persistence
  8. Synthetic Environments © 2010 www.daden.co.uk Action Scope Virtual Worlds “sandbox games” Simulations Serious Games Goal Scope
  9. Application Platforms © 2010 www.daden.co.uk Virtual World engine Scope Of Action Virtual Worlds Simulation engine Simulations Game engine Serious Games Range/Number/Complexity of Goals
  10. Synthetic Environments © 2010 www.daden.co.uk  Don't confuse application platform and user experience/environment  Limitations of technology and maturity of application tend to currently link platform with experience/environment  As technology and applications mature further: – A virtual world application platform could deliver a simulation and/or a serious game – A simulation platform could deliver a serious game – A serious game platform can only deliver a serious game
  11. One Platform – Many Environments © 2010 www.daden.co.uk Vastpark as 2D user interface Vastpark as avatar-less game Vastpark as simulation Vastpark as virtual world
  12. Modes of Use © 2010 www.daden.co.uk  Remote/Social Learning – Only using VW to overcome distance  Exploratory Learning – Use explores environment  Visualisation – Looking at data or processes from outside  Simulation – Immersive experience  Not Possible in Real-Life (“'NPIRL”) – “Grand Simulations”
  13. Modes of Use © 2010 www.daden.co.uk  Visual-Aid  Participative – Synchronous – Asynchronous – Group/Solo
  14. Why Use Virtual Worlds © 2010 www.daden.co.uk  Benefits of Virtual Learning – Developing enhanced spatial knowledge representation – Impractical and impossible tasks – Creating micro-worlds – embodying abstract concepts/principles – High motivation and engagement - due to high levels of personalisation and being “in the flow” – First-person non-symbolic experiences (cf third person symbolic) – Contextualisation for greater transfer from learning to practice – encoding specificity – More effective collaborative learning BJET Jan 2010 – Dalgarno & Lee
  15. Why Use Virtual Worlds © 2010 www.daden.co.uk  Supporting Distance Learning, eg UFI  Changing Learning Dynamics, eg St George's  Subjective view – greater emotion and spatial cues to aid retention and understanding  Doing the Impossible, eg historical recreations, inside a furnace  Supporting Different Learning Approach, eg read, watch, do, discuss BJET Jan 2010 – Dalgarno & Lee
  16. Better Learning - Metrics © 2010 www.daden.co.uk  Blitz Triage Trainer – 28% vs 7% for tagging accuracy for game trained students  Imperial College Operating Theatre Familiarisation – Higher confidence from VW group as against PPT or even RL group  Loyalist College – Border Crossing – Success scores raised from 56% to 98% in one year
  17. Saving Costs - Metrics © 2010 www.daden.co.uk  Routine Costs - ACS/IBM – Minimum $1000 per day per participant, plus soft-costs  Exceptional Costs - Highways Agency – Saving £65,000 per day for Highway Closure simulations
  18. Exemplar Projects © 2010 www.daden.co.uk
  19. WTRI – Factory Sales Simulation © 2010 www.daden.co.uk
  20. UFI – NVQ Customer Service © 2010 www.daden.co.uk
  21. Derby University – Virtual Quarrying © 2010 www.daden.co.uk
  22. Learning by Walking © 2010 www.daden.co.uk ThinkBalm Data Garden Italian SL Education Seminar
  23. New York City – Emergency Management © 2010 www.daden.co.uk
  24. Barriers, Issues and Planning © 2010 www.daden.co.uk
  25. Barriers © 2010 www.daden.co.uk  Technical: PC and network performance, user interface  Identity: Tension between work and play  Culture: Codes and etiquette  Collaboration: Building trust  Time: To learn and do  Economic: Set up costs  Organisational: Staff and student buy-in Steven Warburton: Liquid Learning Blog, Kings College, 2008 G Falloon: BTEJ Vol 41 No 1 2010
  26. Issues to Consider © 2010 www.daden.co.uk  Which world – SL, OpenSim, Vastpark, other?  How hosted – standalone PC, LAN or third party hosted?  How presented – training using virtual worlds, or virtual worlds including training?  How are users represented?  How is learning designed (and scaffolded)?  How will user preferences be managed?  What fidelity matters: environment, task, interaction?  How secure does the environment need to be?  What LMS/VLE integration is required?
  27. Scripting/Content Models © 2010 www.daden.co.uk  Embedded – High skill level – Hard to maintain – World specific  Web-Linked – Can get fragmented – Corporate IT policies – World limitations  Web-based Authoring – Central management/authoring of whole exercise – Easy to maintain, change and re-configure – Can deploy across multiple virtual worlds – Can deploy to web and mobile
  28. Planning a Project © 2010 www.daden.co.uk  Establish clear requirement specification  Be clear as to organisational and learner benefits  Develop a detailed exercise description form tutor and learner perspectives – and any metrics needed  Create the VW platform/environment  Create induction path from web  Build the 3D environment  Script the exercise  Arrange data capture, ideally with LMS link  Create supporting documentation  Test with team and refine  Test with tame students, and refine  Go live (with support)
  29. Questions © 2010 www.daden.co.uk
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