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Approaches in Educational
        Design

      Phil Garing, Managing Director
Lisa Galarneau, eLearning Solutions Director
Learning Objectives
• Explicit and implicit goals
• Clarity
• Relationship to assessment tools
Learner Profile Analysis
1. The Person

•   Demographics
•   Pre-knowledge
•   Previous experiences
•   Position and responsibility
•   Goals and motivation
Delivery Methodology
Print Resources
Strengths:
  – Provides a permanent record
  – More transportable and can be used in a
    wider range of situations
Weaknesses:
  – Difficult to update
  – Costly to distribute
Multimedia Resources
Strengths:
  – Makes available a wide range of learning
    resources
  – Incorporates a range of activities that
    stimulate and motivate learning
Weaknesses:
  – Difficult to access ‘live’ and update
  – Generally more involved development
    process
Internet Resources
Strengths:
  – Provides access to training in a range of situations
    that learners might otherwise not be able to study in
  – Provides access to current worldwide resources
  – Facilitates communication between students and
    tutors at a distance
Weaknesses:
  – Limited ability to provide feedback on behaviours (e.g.
    practical presentation skills)
  – Less suitable for modelling verbal skills or physical
    behaviours
  – Less interactivity/depth of learning experience than
    multimedia
Simulation/Game Resources
Strengths:
  – Very motivational and engaging; potentially social
  – Learning activities that are impossible or undesirable
    in the physical world can be simulated
Weaknesses:
  – Difficult to convert existing training to an effective
    game medium
  – Sophisticated solutions require a large investment of
    time
Video Games for Learning?

•   TEEM UK Study: simulation games such as Sim City and RollerCoaster
    Tycoon developed children's strategic thinking and planning skills.
•   Psychologist Dr David Lewis: more than three-quarters of students
    absorbed facts contained in a historical video game vs. one-half who
    retained information in written form.
Why Games Engage Us
•Games are a form of fun. That gives us enjoyment and pleasure.
•Games are form of play. That gives us intense and passionate involvement.
•Games have rules. That gives us structure.
•Games have goals. That gives us motivation.
•Games are interactive. That gives us doing.
•Games have outcomes and feedback. That gives us learning.
•Games are adaptive. That gives us flow.
•Games have win states. That gives us ego gratification.
•Games have conflict/competition/challenge/opposition. That gives us
adrenaline.
•Games have problem solving. That sparks our creativity.
•Games have interaction. That gives us social groups.
•Games have representation and story. That gives us emotion.


* From Marc Prensky: http://www.marcprensky.com
Different Games for Different Needs




* From Marc Prensky: http://www.marcprensky.com
Game Examples
•   1. Ascolta - Ping the Router. A web-based game for learning computer network engineering
    skills.
•   2. think3 - Time Mechanic. The company's second, web-based, game for learning to use their
    CAD software
•   3. Imparta - Sales Co-Pilot. The company's sequel to Strategy Co-Pilot
•   4.Learnetix - Zwolf. A game for technical learning. In German.
•   5. Institute for Creative Technologies, USC (ICT) - Full Spectrum Command - A company-
    level training game for Army Captains
•   6. Institute for Creative Technologies, USC (ICT) - Full Spectrum Warrior - A Squad-level
    Training Game for the Army. On X-Box.
•   7. MIT - Supercharged! - A game for understanding counter-intuitive physics concepts
•   8. MIT - Environmental Detective - A game for determining the source of a water contamination
    problem. On Pocket PC
•   9. Carnegie Mellon - BioHazard - a game about dealing with a bioterror attack.
•   10. Will Interactive - Think Like a Commander - Army training game.
•   11. MAK - Marine Air-Ground Task Force -MAGTF XXI - Marines training game
•   12 MAK - Battle Command 2010-BC2010 -Army training game
•   13. SimuLearm - Virtual Leader - A game about driving one's agenda through a variety of
    meetings at different levels

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Approaches in Educational Design

  • 1. Approaches in Educational Design Phil Garing, Managing Director Lisa Galarneau, eLearning Solutions Director
  • 2. Learning Objectives • Explicit and implicit goals • Clarity • Relationship to assessment tools
  • 3. Learner Profile Analysis 1. The Person • Demographics • Pre-knowledge • Previous experiences • Position and responsibility • Goals and motivation
  • 5. Print Resources Strengths: – Provides a permanent record – More transportable and can be used in a wider range of situations Weaknesses: – Difficult to update – Costly to distribute
  • 6. Multimedia Resources Strengths: – Makes available a wide range of learning resources – Incorporates a range of activities that stimulate and motivate learning Weaknesses: – Difficult to access ‘live’ and update – Generally more involved development process
  • 7. Internet Resources Strengths: – Provides access to training in a range of situations that learners might otherwise not be able to study in – Provides access to current worldwide resources – Facilitates communication between students and tutors at a distance Weaknesses: – Limited ability to provide feedback on behaviours (e.g. practical presentation skills) – Less suitable for modelling verbal skills or physical behaviours – Less interactivity/depth of learning experience than multimedia
  • 8. Simulation/Game Resources Strengths: – Very motivational and engaging; potentially social – Learning activities that are impossible or undesirable in the physical world can be simulated Weaknesses: – Difficult to convert existing training to an effective game medium – Sophisticated solutions require a large investment of time
  • 9. Video Games for Learning? • TEEM UK Study: simulation games such as Sim City and RollerCoaster Tycoon developed children's strategic thinking and planning skills. • Psychologist Dr David Lewis: more than three-quarters of students absorbed facts contained in a historical video game vs. one-half who retained information in written form.
  • 10. Why Games Engage Us •Games are a form of fun. That gives us enjoyment and pleasure. •Games are form of play. That gives us intense and passionate involvement. •Games have rules. That gives us structure. •Games have goals. That gives us motivation. •Games are interactive. That gives us doing. •Games have outcomes and feedback. That gives us learning. •Games are adaptive. That gives us flow. •Games have win states. That gives us ego gratification. •Games have conflict/competition/challenge/opposition. That gives us adrenaline. •Games have problem solving. That sparks our creativity. •Games have interaction. That gives us social groups. •Games have representation and story. That gives us emotion. * From Marc Prensky: http://www.marcprensky.com
  • 11. Different Games for Different Needs * From Marc Prensky: http://www.marcprensky.com
  • 12. Game Examples • 1. Ascolta - Ping the Router. A web-based game for learning computer network engineering skills. • 2. think3 - Time Mechanic. The company's second, web-based, game for learning to use their CAD software • 3. Imparta - Sales Co-Pilot. The company's sequel to Strategy Co-Pilot • 4.Learnetix - Zwolf. A game for technical learning. In German. • 5. Institute for Creative Technologies, USC (ICT) - Full Spectrum Command - A company- level training game for Army Captains • 6. Institute for Creative Technologies, USC (ICT) - Full Spectrum Warrior - A Squad-level Training Game for the Army. On X-Box. • 7. MIT - Supercharged! - A game for understanding counter-intuitive physics concepts • 8. MIT - Environmental Detective - A game for determining the source of a water contamination problem. On Pocket PC • 9. Carnegie Mellon - BioHazard - a game about dealing with a bioterror attack. • 10. Will Interactive - Think Like a Commander - Army training game. • 11. MAK - Marine Air-Ground Task Force -MAGTF XXI - Marines training game • 12 MAK - Battle Command 2010-BC2010 -Army training game • 13. SimuLearm - Virtual Leader - A game about driving one's agenda through a variety of meetings at different levels