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Serious Games for Corporate LearningLynda Donovan, Pedagogical Lead, Learnovate CentrePartnering industry with researchto ...
www.learnovatecentre.orgTo enhance the competitiveadvantage of Ireland’s learningtechnology industry bypartnering business...
www.learnovatecentre.orgTrinity CollegeDublinUniversity CollegeDublinWaterford Instituteof TechnologyNUI GalwayAcademia23 ...
www.learnovatecentre.orgCurrent Industry Partners
www.learnovatecentre.orgShared Research Agenda• Augmented Reality• Intelligent Agents• Games & Virtual Worlds• Assessment ...
www.learnovatecentre.orgCorporate L&D in Crisiswww.learnovatecentre.org• Lack of employee engagement• Growing millennial w...
www.learnovatecentre.orgTechnology Enhanced Learning Serious GamesPoint-of-need, personalised learningInformal/Social/Coll...
www.learnovatecentre.orgResearch BriefThe pedagogical evidence to support the useof serious games for corporate learningCo...
www.learnovatecentre.org• Pedagogy• Research evidence• Adoption and application• Barriers to adoption• Design guidelines f...
www.learnovatecentre.orgPedagogy and Research Evidence for GBLKey attributes of games:• Fun…Curiosity…Fantasy• Story/Chall...
www.learnovatecentre.orgPedagogy of GBLConstructivismExperiential LearningCognitive ApprenticeshipSelf-Determination Theor...
www.learnovatecentre.orgResearch EvidenceMeta-Analysis StudiesIndustry Research
www.learnovatecentre.orgMeta-Analyses Research Evidence• Improvements in attitudes and engagement(Vogel 2006, Ke 2009)• Co...
www.learnovatecentre.orgCorporate Adoption and ApplicationStarted with Large Organisations:• Deloitte• Cisco• IBM• Marriot...
www.learnovatecentre.orgCorporate Application of SeriousGames• Sectors:Finance, Business, Hospitality, Healthcare• Busines...
www.learnovatecentre.orgDeloitte’s Business Simulation GameDeloitte’s Business Simulation GameHilton Garden Inn’s Ultimate...
www.learnovatecentre.org
www.learnovatecentre.orgCompliance TrainingInteractive Services for a Global Financial Services Organisation
www.learnovatecentre.orgDesign Guidelines for Serious Games• Challenge – instructional goals, narrative• Control – no dead...
www.learnovatecentre.orgBarriers to Corporate Adoption• Cost– Medium fidelity game = high-end piece of eLearning– Client c...
www.learnovatecentre.orgFurther Learnovate Centre Research• Defining appropriate metrics for evaluation of theimpact of GB...
Thank you
www.learnovatecentre.orgThe report is available at:www.learnovatecentre.org/research-report-the-use-of-serious-games-in-th...
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The Use of Serious Games in the Corporate Sector

Presentation by Lynda Donovan, Pedagogical Lead at the Learnovate Centre, on her research report on the use of serious games in the corporate sector at the Irish Symposium on Game Based Learning, Dublin, 6-7 June 2013.

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The Use of Serious Games in the Corporate Sector

  1. 1. Serious Games for Corporate LearningLynda Donovan, Pedagogical Lead, Learnovate CentrePartnering industry with researchto pioneer learning innovation
  2. 2. www.learnovatecentre.orgTo enhance the competitiveadvantage of Ireland’s learningtechnology industry bypartnering business with worldclass academic researchLearnovate Centre - Mission
  3. 3. www.learnovatecentre.orgTrinity CollegeDublinUniversity CollegeDublinWaterford Instituteof TechnologyNUI GalwayAcademia23 Industrypartners tradingwithin IrelandIndustry-Led CollaborationIndustry
  4. 4. www.learnovatecentre.orgCurrent Industry Partners
  5. 5. www.learnovatecentre.orgShared Research Agenda• Augmented Reality• Intelligent Agents• Games & Virtual Worlds• Assessment Methods• Performance Analytics• Return on Investment• Intelligent ContentDelivery• Location-basedLearning• Hands-on Learning• Interoperability• Social Learning• Search• PersonalisationSocial &InformalLearningMobile &CollaborativeLearningMetrics &AssessmentImmersiveLearning
  6. 6. www.learnovatecentre.orgCorporate L&D in Crisiswww.learnovatecentre.org• Lack of employee engagement• Growing millennial workforce learning pulled not pushed just-in-time, just-for-me, just-enough social and collaborative authentic - learning through experience
  7. 7. www.learnovatecentre.orgTechnology Enhanced Learning Serious GamesPoint-of-need, personalised learningInformal/Social/CollaborativeImmersive Learning EnvironmentsSmart Learning Analytics
  8. 8. www.learnovatecentre.orgResearch BriefThe pedagogical evidence to support the useof serious games for corporate learningCorporate adoption of serious gamesThe types of corporate learning for whichserious games are being usedDesign guidelines for serious games
  9. 9. www.learnovatecentre.org• Pedagogy• Research evidence• Adoption and application• Barriers to adoption• Design guidelines for GBL• Pedagogy• Research evidence• Adoption andapplication• Barriers to adoption• Design guidelines forGBL
  10. 10. www.learnovatecentre.orgPedagogy and Research Evidence for GBLKey attributes of games:• Fun…Curiosity…Fantasy• Story/Challenge• Reward• Control• Collaboration
  11. 11. www.learnovatecentre.orgPedagogy of GBLConstructivismExperiential LearningCognitive ApprenticeshipSelf-Determination TheorySocial Learning Theory
  12. 12. www.learnovatecentre.orgResearch EvidenceMeta-Analysis StudiesIndustry Research
  13. 13. www.learnovatecentre.orgMeta-Analyses Research Evidence• Improvements in attitudes and engagement(Vogel 2006, Ke 2009)• Cognitive gains compared to other instructional methods(Vogel 2006, Wouters et al 2013)• Improvements in higher order learning skills(Ke 2009, Wouters et al 2013)• Improved learning outcomes (Sitzmann 2011, Wouters et al 2013)• Improvements in retention and transfer of learning(Sitzmann 2011, Wouters et al 2013)
  14. 14. www.learnovatecentre.orgCorporate Adoption and ApplicationStarted with Large Organisations:• Deloitte• Cisco• IBM• Marriott HotelsBeginning to trickle down…
  15. 15. www.learnovatecentre.orgCorporate Application of SeriousGames• Sectors:Finance, Business, Hospitality, Healthcare• Business processes:Recruitment, Training, Marketing/Sales• Training: Compliance, Procedural, Soft-skills…• Application across employee lifecycle:Recruitment, New Hire Orientation, Skillstraining, Leadership training…
  16. 16. www.learnovatecentre.orgDeloitte’s Business Simulation GameDeloitte’s Business Simulation GameHilton Garden Inn’s Ultimate Team PlayHilton Garden Inn’s Ultimate Team PlayIBM’s CityOneIBM markets products and servicesCisco’s Mind Share
  17. 17. www.learnovatecentre.org
  18. 18. www.learnovatecentre.orgCompliance TrainingInteractive Services for a Global Financial Services Organisation
  19. 19. www.learnovatecentre.orgDesign Guidelines for Serious Games• Challenge – instructional goals, narrative• Control – no dead ends, no back-to-the-start features• Fantasy – integral relationship with learning content• Reward – commensurate with level of attainment• Impact – both affective and cognitive learning domains
  20. 20. www.learnovatecentre.orgBarriers to Corporate Adoption• Cost– Medium fidelity game = high-end piece of eLearning– Client contact hours during design phase– Layering game engines (Sealund, Unity3D) over LMS tocreate new games and introduce game mechanics intoexisting content• Poor game design– Focus on badges, leaderboards only– No involvement of instructional designers• Disruptive innovation– Learning ≠ Fun– Integration with legacy learning infrastructures• Skills shortage
  21. 21. www.learnovatecentre.orgFurther Learnovate Centre Research• Defining appropriate metrics for evaluation of theimpact of GBL on corporate business processese.g. training• Assessment through GBL – coverage ofCorporate, K-12 and Higher Education sectors
  22. 22. Thank you
  23. 23. www.learnovatecentre.orgThe report is available at:www.learnovatecentre.org/research-report-the-use-of-serious-games-in-the-corporate-sectordonovanl@scss.tcd.ieQuestions?

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