Bob Waddington Speaks about “Where Do Games Fit in Employee or Public Training?” at the Serious Play Conference 2012
ABSTRACT:
This session will provide a behind the scenes look at the HumanSim Blast™; (and perhaps another game) a game in which usFers respond to a virtual terrorist bombing outside a busy train station. It was designed to maximize the performance of first responders when faced with the unfortunate reality of potential blast-related events. The game offers a safe, virtual environment in which users can make mistakes and try different techniques without risking victims’ lives or those of their peers.
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“Where Do Games Fit in Employee or Public Training?” By Bob Waddington- Serious Play Conference 2012
1. “Where Do Games Fit in Employee or Public
Training?”
Bob Waddington
SimQuest, LLC.
bwaddington@simquest.com
August 21-23, 2012
Redmond, WA
August 2012 www.seriousplayconference.com
8. Where Do Games Fit?
August 2012 www.seriousplayconference.com
9. FEBRUARY 2007
Archives of Surgery detailed the findings of a 2002 study that
appears to show that doctors who play videogames are better at
delicate Laparoscopic procedures.
STUDY CITED
“Surgeons who had played video games in the past for more than
three hours per week made 37 percent fewer [surgical] errors
were 27 percent faster and scored 42 percent better overall than
surgeons who never played video games.”
August 2012 www.seriousplayconference.com
10. JULY 2008
SimQuest Open Surgery Simulator
August 2012 www.seriousplayconference.com
11. What’s in a Name??
Interactive video
Multimedia
CD-ROM
CD-I
Virtual reality
e-Learning
Distance Learning
August 2012 www.seriousplayconference.com
12. What’s in a Name??
Situation Simulator
Edutainment
Playful Learning
Virtual Reality
Virtual Worlds
Simulation
August 2012 www.seriousplayconference.com
13. Serious Games…
…those not intended for the entertainment market
http://en.wikipedia.org/wiki/Serious_game
August 2012 www.seriousplayconference.com
14. Three Types of Students
Those who
• are truly self-motivated
• go through the motions
• tune us out
EDUCAUSEreview Sept/Oct 2005
August 2012 www.seriousplayconference.com
16. 2M 1st Responders
10% motivated to
professional improvement
800k need to be engaged
August 2012 www.seriousplayconference.com
17. Sim-Game Based Training Systems for Scene and Patient
Management Following Blast Injury from Explosives
Including Improvised Explosive Device (IED)
Tom Reeves, PhD, UGA
Supported by the US Army Medical Research and Materiel Command
Award No. W81XWH-09-C-0060.
August 2012 www.seriousplayconference.com
18. the Challenge
Common errors made by responders
• Enter scene too early or get too close with
ambulance or personnel before scene is cleared
• Gain access with no egress (blocked exits)
• Don’t triage; just treat and transport 1st person
• Risk casualties by moving them to unsafe
triage/treatment areas
• Improperly assess and/or treat casualties
August 2012 www.seriousplayconference.com
19. the Challenge
Blast events introduce other challenges
• Scene safety, triage and treatment require
different approaches to scene and patient
management
• Additional risks to responding personnel from
secondary explosion or shooters
• Different injury patterns
• Visual triage is not enough
August 2012 www.seriousplayconference.com
20. the Challenge
Training
• Large scales exercises are expensive
• Any sized exercise is logistically challenging
• Current training is mostly delivered through
lecture and power point – some training on
manikins
August 2012 www.seriousplayconference.com
21. the Solution
Utilizing 1st person gaming technology
• Develop self-contained blast-specific modules
that augment existing combat medic tactical
combat casualty care (TCCC)
• Provide lessons learned from bomb attacks in
Iraq, Afghanistan, Madrid, London, etc.
• Use real-world blast scene injury data
• Provide safe individual/independent training
August 2012 www.seriousplayconference.com
22. Continuum of Learning
Acquire Knowledge Learn Skills Apply Knowledge & Skills
• Cognition • Cognition • Application of
• Facts • Methods • Cognitive Skills
• Vocabulary • Procedures • Psychomotor Skills
• Definitions • Problem Solving • Conative Skills
• General Details
HumanSim Blast
Power-
Instructor Point Drill & Practice
Led Training (Interactive) (CBT/e-Learning)
Authentic e-Learning / Authentic Tasks
Power- Reference Interactive Tutorials
Textbooks Point Tools (CBT/e-Learning)
Case Scenarios Serious
(Decisionmaking &
Critical Thinking Skills) Games
Augmented Part-Task Experiential
Reality Trainers Simulations
Mobile Social
Learning Performance Networks
True/False Multiple Choice Fill-in-the-Blank Assessments
Evolving Technology & Models of Instruction and www.seriousplayconference.com
August 2012 Assessment
23. Project Description
A first-person blast response game that allows
users to respond to a terrorist bombing outside a
busy train station.
Users are assessed on their ability to
• quickly and accurately assess victims’ injuries
and tag them for treatment
• assess the scene and identify additional risks
prior to declaring the scene safe.
August 2012 www.seriousplayconference.com
26. Evaluation Strategy
Evaluate
• game design
• usability
• content
• user choices
• user path through
scenario
August 2012 www.seriousplayconference.com
32. Formal Study
Primary methods Locations
User tracking data North Carolina
Evaluation questionnaires Virginia (EMT-B Class)
Individual interviews Maryland
“I’ve never seen the students so engaged”
Chauncey Bowers CSP, ARM, Central Piedmont Community College
August 2012 www.seriousplayconference.com
33. Study Participants
• 42 first responders
• 22 males
• 20 females
• 22 EMS,
• 3 firefighter,
• 17 police/security
personnel
• age range: 17 to 56
• average age: 34
August 2012 www.seriousplayconference.com
34. Open Answer Questions
What is the strongest aspect of the BLAST program?
The most frequent responses included realism, its interactive nature, and the fact that it
provides the opportunity to practice triage skills.
What is the weakest aspect of the BLAST program?
Responses focused on usability issues, especially problems with using the mouse to control
movements and decisions on screen., especially the lag between mouse movements and
correlating screen movements .
If you could improve anything in the BLAST program, what would it be?
The most salient request for improvements concerned the clarity of the feedback, especially with
the need to put a “face” on the victims to improve the context of the scoring and feedback .
Other desired improvements included making the mouse more responsive with less lag time and
increasing the noise and confusion presented in the scenario to make it more realistic.
What other feedback can you provide concerning the BLAST program?
Most of the study participants encouraged further development of additional scenarios for the
BLAST program. Most of the concluding comments were very complimentary of the program.
August 2012 www.seriousplayconference.com
35. “Real” User Feedback
“The feedback in the program is poor.”
“Terrible mouse movement.”
“… the ‘hand’…”
“Improve instructions on how to use it.”
“More carnage. More range of injuries.”
August 2012 www.seriousplayconference.com
36. When “Real” Users Strike Back
What is the weakest aspect of the BLAST
program?
August 2012 www.seriousplayconference.com
37. When “Real” Users Strike Back
What is the strongest aspect of the BLAST program?
August 2012 www.seriousplayconference.com
38. When “Real” Users Agree
88%
Similar programs should be developed
79%
Program provided an engaging learning
opportunity
August 2012 www.seriousplayconference.com
39. When “Real” Users Agree
69%
State-of-the-art for (educational games)
76%
Should be used by most first responders
65%
Program is very realistic
August 2012 www.seriousplayconference.com
40. When “Real” Users Strike Back
“I love the fact that it is visual, it has a real
life sense to it.”
“…playing this and seeing different
scenarios will help me be able to manage
triage casualties.”
“…games such as this give a realistic
scenario while taking (away) some of the
stress a real situation would create.”
August 2012 www.seriousplayconference.com
41. Unexpected Findings
Group settings
• fosters discussion
• peers can assist with controls
Provides “lab” to a lecture
Pre/post larger scales exercises
August 2012 www.seriousplayconference.com
44. METH LAB
“I need something more engaging. I’m starting
to see their eyes roll”
August Vernon: Operations Officer, Forsyth County Office of Emergency Management
August 2012 www.seriousplayconference.com
45. Continuum of Learning
Acquire Knowledge Learn Skills Apply Knowledge & Skills
• Cognition • Cognition • Application of
• Facts • Methods • Cognitive Skills
• Vocabulary • Procedures • Psychomotor Skills
• Definitions • Problem Solving • Conative Skills
• General Details
Power-
Instructor Point Drill & Practice
Led Training (Interactive) (CBT/e-Learning)
Authentic e-Learning / Authentic Tasks
Power- Reference Interactive Tutorials
Textbooks Point Tools (CBT/e-Learning)
Case Scenarios Serious
(Decisionmaking &
Critical Thinking Skills) Games
Augmented Part-Task Experiential
Reality Trainers Simulations
Mobile Social
Learning Performance Networks
True/False Multiple Choice Fill-in-the-Blank Assessments
Evolving Technology & Models of Instruction and www.seriousplayconference.com
August 2012 Assessment
46. Conclusions
• Market is asking for engaging applications (not
necessarily games)
• Games for games sake won’t work
• Incorporate off-the-shelf games into learning
• Understand target end-user learning environment
• Consider the ‘group play’ element into game
design
• Design games instructors can use
August 2012 www.seriousplayconference.com
47. Conclusions
• Games as part of lab/breakout groups
• Pre or post exercise
• Retention/Sustainment training
• Situational Awareness
• Fundamentals – vocabulary
• Team Building
August 2012 www.seriousplayconference.com
48. Conclusions
Serious Games need to involve more than the game
play itself; delivery medium, end-user play
environment, and the game’s integration into the
greater curriculum need to be factored for effective
serious game design.
August 2012 www.seriousplayconference.com
50. “Where Do Games Fit in Employee or Public
Training?”
Thank you!
Bob Waddington
SimQuest, LLC.
bwaddington@simquest.com
August 2012 www.seriousplayconference.com