http://www.thinkingworlds.com/blog Fri, 05 Feb 2010 10:12:40 +0000 http://wordpress.org/?v=2.7.1 en hourly 1 Simulated Death - the ultimate learning experience http://www.thinkingworlds.com/blog/?p=528 http://www.thinkingworlds.com/blog/?p=528#comments Thu, 04 Feb 2010 12:08:58 +0000 admin http://www.thinkingworlds.com/blog/?p=528 We are always discussing ways in which we can enhance the ability of simulations to produce behaviour change. Simulations are all about performance; undertaking actions, behaviours and thinking in a situation that closely approximates the reality to promote udnerstanding and transfer.  A big focus has been on ’suspension of disbelief’ - the degree to which learners can engage with the authenticity of the experience and produce realistic behaviour. We introduce many devices to promote this experience - high fidelity 3D, sound, animation and avatars to increase the psychological feeling of presence, safe failure elements to engage in consequences and reflection, emotionally charged situations and events, personal relevance, intuitive interfaces, intuiging narrative and plot, immersive tasks and activities that continually stretch users just beyond their comfort zone, etc.

So I am always on the look out for new ideas. So how about this from Korea. Simulated death!

Just about all of us at some time or other will have said “life is too short” or you won’t worry about such and such issue when your on your deathbed. The rationale being that this wonderful experience that is life will soon be over and so why do we continually worry about things, like most work issues, which in the grand scheme of things are unimportant. In near death experiences it is often said that our life flashes before us, and people who experience these often do change much in their lives and change direction afterwards. So, death or the threat of death apears to be a powerful learning stimuli for inducing behaviour and attitude change. Stay with me.

So reading Leo Lewis’ column in The Times of London he recounts the latest ’self discovery’ fad overtaking the great and good in Korean society - fake death. It seems as though an innovate entrepeneur has set up a  simulated death service where a punter writes letters of farewell, settles up their worldly accounts with relatives, friends and business associates. Then attends their own funeral service, suited and booted with all of their family and friends. A eulogy is read reflecting upon their life, music, flowers, crying, the whole thing. Then at the end of the service, you get into your coffin, which has been specially made. It is closed up, nailed down, and there you are; alone, in the blackness and claustrophobia of your final resting place. Being nailed into a small box is probably enough to send most people over the edge, but you arrive here after an elaborate process of simulated mourning, I am trying not to be cynical anit touchy feely English, but maybe it could produce profound change.

On a smaller scale, I once attended a training session where an over enthusiastic trainer presented us with the ‘take the blue pill or the red pill’ - the Neo choice from the film The Matrix. It was great in the film, but did not quite work for us cynical Bankers. It may work better in these days of Financial crises.

I can imagine this taking off in classroom training. We all will have a list of contenders we’d like to put through the simulated death course.

Heres Neo, take the Blue Pill Neo……….. Doh!

The red pill, or blue pill from Chris Messina on Vimeo.

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Sims and Games at Learning Technologies #LT10UK http://www.thinkingworlds.com/blog/?p=515 http://www.thinkingworlds.com/blog/?p=515#comments Mon, 01 Feb 2010 17:11:37 +0000 admin http://www.thinkingworlds.com/blog/?p=515 I do like Learning Technologies - as an exhibitor, you feel right in amongst it. It is always busy and productive. For Caspian, outside of the Military specific shows, it is the standout exhibition. Sims and Games always attract great interest and visits to the stand. The 3D wow factor drags in the punters as an easy differentiator from the mass of LMS providers, web 2 and translating services.  But also the insight of participants appears higher - re: sims anyway, which is all I am qualified to talk about. At the recent Online Educa and ELearning Guild shows the queries were at the level of ‘why 3D’ and ‘what 3D’ - very much at the early stage of discovery, and a few steps away from knowledge of application and an intention to use in learning development. The conversations we had at the stand, around the show and in the conference were more focused about the how and when.

The Show for Sims

Starting with Caspian. See below for an interview with Graeme Duncan, the Caspian CEO, on the stand.

There was also a great talk by Scott Hewitt from Real Projects. This was very well attended and Scott took us through the nuts and bolts of actually producing Sims and Serious Games. The talk did not hold back, delving into the costs, timeframes and skills requirements for different sims developments. Many different sim types and options were highlighted ranging from Flash, to mobile to Wii to, of course, Thinking Worlds. Scott demo’d real projects (pun) that they had delivered and talked through nuances and decisions in their design, such as when and where to utilise a ‘hidden object’ approach.

Kevin Corti and the team at Pixelearning had a stand. Kevin walked me through a multiplayer leadership game that the Pixel team had just developed for a large corporate. I loved it. Very innovative design, using real game mechanics and social elements to effectively target leadership skills. It takes best practice from games such as Myst and I even saw a bit of Zelda in there, not to mention, puxxle mechanics from The Crystal Maze. Fantastic job - take a look for yourself:

Aswell as this I saw some great Flash work being developed by Tata Interactive and also KTM from France. All in all, a great experience. Less hype and fluff around sims, but much more in the way of substance. Long may it continue.

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Thinking Worlds @ Learning Technologies 2010 http://www.thinkingworlds.com/blog/?p=512 http://www.thinkingworlds.com/blog/?p=512#comments Mon, 25 Jan 2010 18:04:48 +0000 admin http://www.thinkingworlds.com/blog/?p=512 The Thinking Worlds team will be exhibiting at Learning Technologies this week at London Olympia.

See Thinking Worlds live in London

See Thinking Worlds live in London

Brian Bishop, Graeme Duncan and myself will be demonstrating Thinking Worlds, including real client projects. So, if you want to know how to rapidly author 3D simulations and serious games then come along and see us.

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Bigger brains succeed at video games! http://www.thinkingworlds.com/blog/?p=509 http://www.thinkingworlds.com/blog/?p=509#comments Fri, 22 Jan 2010 16:19:55 +0000 admin http://www.thinkingworlds.com/blog/?p=509 Well this throws the cat among the pigeons. In an intruiging study that probably prompts more questions than it answers, a paper published in Cerebral Cortex, reports that nearly a quarter of the variability in achievement seen among men and women trained on a new video game could be predicted by measuring the volume of three structures in their brains. Sounds fantastic! However, I have not read the full paper so I am not clear on the size of the difference in performance and whether actually a quarter of the variability is very much or not. Also, what about the other 75% of the variability?

One of the researchers describes the findings:

The researchers found that players who had a larger nucleus accumbens did better than their counterparts in the early stages of the training period, regardless of their training group. This makes sense, Erickson said, because the nucleus accumbens is part of the brain’s reward center, and a person’s motivation for excelling at a video game includes the pleasure that results from achieving a specific goal. This sense of achievement and the emotional reward that accompanies it is likely highest in the earliest stages of learning, he said.

Players with a larger caudate nucleus and putamen did best on the variable priority training.

“The putamen and the caudate have been implicated in learning procedures, learning new skills, and those nuclei predicted learning throughout the 20-hour period,” Kramer said. The players in which those structures were largest “learned more quickly and learned more over the training period,” he said.

So far, impressive. OK - lets take a look at this game……

was this study done in 1983?

was this study done in 1983?

Hmm, thats not what I had in mind when I read the headline. ok. I am a little underwhelmed. Is that fair?

The researchers claim that the ‘variable priority training’ method used in one of the conditions encourages flexibility in decision making - that can be transferred to skills in everyday life. When I think about the complexity of movement, judgement and social skills utilised in many modern online console games, then this rather simple task seems trivial. I’d like to see a study conducted in modern rich 3D environments which are more simulative of human behaviour and context to see the results.

Further to this then obvious extensions of the study are to examine brain changes over time. So does repeated practice on the variable priority training task enhance performance and does this show up in the brain measurements.

Then considering other genres of games. One would hypothesise that reflective strategy games such as Civilisation, or creative games such as Little Big Planet would engage different cognitive skills and thus show different effects.

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Measuring Sim Performance - Can Kirkpatrick cut the mustard? http://www.thinkingworlds.com/blog/?p=505 http://www.thinkingworlds.com/blog/?p=505#comments Mon, 18 Jan 2010 15:50:06 +0000 admin http://www.thinkingworlds.com/blog/?p=505 My colleagues and I often talk about measurement – examples of businesses, university courses, etc. where games and simulations built in Thinking Worlds have improved performance, whether on-the-job or in-the-class. It’s always great for Caspian when we can show clients how effective games and simulations are. For clients, credible evaluation of interventions can save money, time, and L&D jobs. The trouble though, is that arriving at meaningful, bulletproof data can take a lot of time and effort – Kirkpatrick levels 1, 2, and 3 certainly don’t cut it (http://donaldclarkplanb.blogspot.com/2006/09/donald-talks-bollocks.html).

So when I asked whether it’s possible to conduct a rigorous but fairly quick evaluation of interventions – whether training interventions or not – our Head of Instructional Design, Brian Bishop, suggested APE, his Amalgamated Process for Evaluation. In the attached paper that he wrote while working on his PhD in Human Performance Technology, Brian describes APE. The A part of APE results from Brian borrowing the best of Kirkpatrick, Brinkerhoff’s Success Case Method, and the Full-Scope Evaluation suggested by Dessinger and Moseley, altering their timing, and throwing away the frivolous, pie-in-the-sky stuff. Although the paper looks very academic at first, stay with it – it make sense, and gives us in the real L&D world a way to evaluate that might just finally work.

Check out the paper here.

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How to Train the Aging Brain - sims for old(ish) people http://www.thinkingworlds.com/blog/?p=502 http://www.thinkingworlds.com/blog/?p=502#comments Fri, 08 Jan 2010 10:09:58 +0000 admin http://www.thinkingworlds.com/blog/?p=502 Great article in the NY Times covering learning in older brains - I now include myself in this cohort, as the article posits that middle age now covers from aged 40 through to late 60’s. That puts me in the same cohort as oldies such as Donald Clark and Clive Shepherd (can’t be right?). Anyway, are there any lessons from the reseach for our endeavours to create better Sims for our learners?

Well, forget about distracted teenagers, not only are we struggling with a myriad of different information streams, but we oldies become more easily distracted. On the positive side, as we get older we get better at recognising patterns and seeing the big picture:

“The brain, as it traverses middle age, gets better at recognizing the central idea, the big picture. If kept in good shape, the brain can continue to build pathways that help its owner recognize patterns and, as a consequence, see significance and even solutions much faster than a young person can.”

As we get older we have (hopefully) acquired deep and complex knowledge structures on many topics. What are the best ways to change these knowledge structures, adding new pathways, updating old knowledge and linking to new developments?

” Jiggle those synapses” - love this description. We are going to adopt that term in parts our our Sim design workshops.

“Educators say that, for adults, one way to nudge neurons in the right direction is to challenge the very assumptions they have worked so hard to accumulate while young.”

Now we are getting into familiar territory for Sim designers. In every design workshop we run we include two elements that embed this approach into the Sim concept - Safe Failure and The Twist.

Safe Failure is an old favourite that we have covered extensively - allowing learners to make mistakes, sometimes multiple, compounded and even catastophic errors are a liberating learning mechanism in sims. They shock learners into reflection and questionning their approach - IF, importantly, the sim provides ample feedback mechanisms and guidance to support the learner in this reflection process.

The Twist - as humans are default setting is to go with the flow. For instance we naturally look for and filter information that supports our hypotheses and will make us ‘look good’ and support our self esteem. Unless prompted, we will rarely challenge our assumptions and be happy to go with what works or appears to work for now. The work of behavioural economists and psychology provides a wealth of manipulations that show how vulnerable we are to these ways of thinking. In The Twist, we take our Cognitive Training Needs Analysis and Concept Outline and we look at the assumptions underlying key decisions and actions. Then, we try and twist them. These can range from the simple:

* the utensils in the kitchen are not in the usual places

* In the car showroom the family with 3 kids are committed environmentalists and want a small car

To the more significant:

* A high % of borrowers can default on sub prime loans

* A topical example in the UK right now, would be an assumption that it cannot snow for four weeks unbroken

We use these techniques whenever we are building Performance Simulations for any learners - sims where a body of complex applied knowledge and skills must be acquired over time.

Jack Mezirow, a professor emeritus at Columbia Teachers College, has proposed that adults learn best if presented with what he calls a “disorienting dilemma”.

I think Jacks right - go jiggle those synapses, let your learners fail and give your design a twist.

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Heavy rain - you tell the story http://www.thinkingworlds.com/blog/?p=498 http://www.thinkingworlds.com/blog/?p=498#comments Fri, 01 Jan 2010 16:27:18 +0000 admin http://www.thinkingworlds.com/blog/?p=498 Heavy Rain on the PS3 is one of the releases I’m most looking forward to in 2010. This game is built upon a sophisticated story, and more than this, it aims to put the user in control of many aspects of the story. From the previews I’ve seen already, there are many techniques and methods that we can take into our Immersive Sim designs.

Executive Producer Guillaume de Fondaumiere

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Video games improve childrens reasoning skills http://www.thinkingworlds.com/blog/?p=491 http://www.thinkingworlds.com/blog/?p=491#comments Tue, 22 Dec 2009 16:23:17 +0000 admin http://www.thinkingworlds.com/blog/?p=491 Well, maybe. But nice headline none the less.

Researchers at the University of California asked: Can 20 hours of game-playing improve children’s cognitive skills? - I would hope so!!

The specific games were - “For the Nintendo DS, the puzzle video game “Picross” and “Big Brain Academy,” and for the PC, the puzzle game “Azada” and the mind-challenging “Chocolate Fix”. If they chose Duke Nukem I’d wager my Christmas Stocking that the results would have been different - excuse the sarcasm, I’m not being dismissive of the study, its a good study as I’ll discuss, but this debate on Serious Games and the use of commercial off the shelf games (COTS) seems to have gone on for most of this decade. This study used games that clearly embedded learning methods and cognitive tools into the gameplay design. So, regardless of them being ‘games’, to anyone skilled in LD, they look pretty good from the outset (if the goal is to improve specific cognitive skills, as opposed to say learn about compliance in a commercial property firm).

Plenty of COTS do not do this (95% I would guess at). Theres no problem there, they are designed to entertain. Even some COTS that we think should improve cognition (Civ IV, Spore, Little Big Planet, etc) actually show poor results. There are many reasons for this, but the main point being, when we are looking to improve learning by using immersive environments and gaming techniques, then please, in the rush to make it ‘gamey’, don’t forget the learning. This does not mean sucking the fun out if it, but many practitioners in the game based learning field seem to ignore the insight that science has providing into learning and experitise in pursuit of some sort of gaming purity.

This study shows some pretty healthy results:

After just eight weeks, children’s reasoning scores, on average, increased by 32 percent, reports Newsweek’s blog NurtureShock. The students all attended an elementary school in Oakland, Calif., with historically low test scores.

Perhaps the most important finding in Bunge’s data is that the training helped the neediest kids the most. The farther down a child started on the rankings, the quicker and greater was his cognitive improvement. This is extremely rare in education interventions. Usually, smart kids benefit most, and the kids who struggle at the beginning only fall farther behind. Broadscale education reforms like smaller classes, teacher training, charter schools, and all-day schedules have pricetags in the millions of dollars.

Compare that to the cost of these games, which average only $13 (and Brickbuster [also called Breakout or Brickbreaker] can be played online for free).

This study provides further support to the efficacy of the Nintendo Brain Training type games - see Derek Robertsons work

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Story and Narrative http://www.thinkingworlds.com/blog/?p=488 http://www.thinkingworlds.com/blog/?p=488#comments Wed, 09 Dec 2009 16:32:34 +0000 admin http://www.thinkingworlds.com/blog/?p=488 Time to catch up after the last six weeks of conference craziness. Lots of discussion and lots of ideas. Many people have been discussing issues in Sim Design and the skills required by Learning Designers - indeed there has been some soul searching with a debate sparked by Cammy Bean and the Accidental ID. The need for narrative and story design skills has been a constant. Patrick Dunn encourages us to look over to the creative work of marketing agencies and professionals for results focused designs. In that spirit, I came across a great presentation that is a walk through to story design that could be adapted to any LD process:

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LearnTrends Award for Thinking Worlds http://www.thinkingworlds.com/blog/?p=486 http://www.thinkingworlds.com/blog/?p=486#comments Thu, 19 Nov 2009 12:31:32 +0000 admin http://www.thinkingworlds.com/blog/?p=486 The awards are coming thick and fast right now for Thinking Worlds. I received notification from Jay Cross that Thinking Worlds had received an award for most innovative learning product at LearnTrends2009.

We are particularly pleased with this award as it takes submissions from learning developers globally and is judged by a panel with an unrivalled insight into learning practice across the world. So many thanks to Jay, George Siemans and Tony Karrer for their feedback.

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