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Company overview

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Title: Company overview


1
A Serious Games 101 Putting the FUN back into
learning technologies
Kevin Corti, Founder, PIXELearning.
Company overview
2
Company background
  • Established in 2002, Coventry University
    Technology Park
  • Business education, vocational and management
    skills development
  • 550k investment in GBL technology platforms
  • Clients - Coca-Cola, Scottish Enterprise, AWM,
    Edexcel, Skillsmart Retail many schools, colleges
    and universities
  • A growing reputation in UK overseas

3
Serious Games definition v1.0
The use of computer game technologies and/or
approaches for primarily non-entertainment
purposes.
4
Serious Games definition v2.0
University of Central England
Coventry University
BECTa
Birmingham University
University of Warwick
JISC
Penn State University
A.W.M.
D.T.I.
EA Games NESTA
The MOVES Institute
M.I.T.
Microsoft
Carnegie Mellon
NOKIA
Intel
University of Southern California
LearningLab
5
This isnt new!
You can learn more about a man in an hour of
play than in a year of conversation
Plato
6
This isnt new!
You can learn more about a PERSON in an hour of
play than in a year of conversation
Plato (2006)
7
How do we make eLearning FUN?
Operate on the stomach cancer using W,A,S D
keys
...you have 60 seconds
.and people are throwing spears at you
8
How do we make eLearning FUN?
.using proven medical techniques in a realistic
simulated environment with believable outcomes
9
A theory of fun
Fun is.. DISCUSS in less than 10,000 words
AMUSEMENT / PLEASURE / FRIVOLOUS / CHILDISH /
PLAY / RECREATION / ENTERTAINMENT
SATISFACTION / REWARD / ACHIEVEMENT / ENGAGEMENT
/ GRIPPING / EMOTIONAL
AN EXPERIENCE!!!!!
10
A theory of fun
Fun is.. GO BUY THE BOOK
11
Psychobabble
Experiential Problem-solving Learning by
doing Task-based Authentic Relevant Meaningful Eng
aging Immersive Memorable Enjoyable Stimulating En
grossing Constructivism focus Job-specific Truly
interactive
Play Rules Goals Objectives Structure Drama Story
Narrative Humour Higher order cognition Apply
information knowledge Fun
Feedback Adaptive Flow state Competition Collabora
tion Role play Strategy Exploration Eye candy
No such thing as the FUN on/off switch Need
to consider audience, mode of use,
experience, expectations, purpose.
12
How often does this happen?
Pleasejust another hourI really want to finish
this course
13
Does eLearning engage?
14
Does eLearning engage?
Ummno thanks!
15
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16
This isnt about using Pong or Millionaire to try
to help learners memorise facts.
Chocolate-coated broccoli still tastes like
broccoli
17
We know games are compelling
18
Games engage beyond the bedroom!
19
Its not all Single-player!
Games are increasingly social (e.g. XBOX live
MMORPGs)
Multiplayer GBL Social learning environments
20
Characteristics of games
Realistic environments systems
Clearly defined rules structure
Clearly defined objectives
Drama story
Truly interactive
Humour
Characters
Clear outcomes feedback
Challenge
Adapt (flow state)
Higher cognitive activity
.and they are enjoyable!
21
So why should YOU be interested?
Performance improvement Awareness of
role Competency testing Assessment/ROI Recruitment
Customer education Promotional
tool Induction Motivational tools Aspirational
tools Best practise
22
The F word
There is a lot more to Games-based Learning than
simply trying to make learning fun.
.although that wouldnt be a bad start!
23
Pedagogy??
  • Andragogy (Adult learning)
  • experience (including mistakes) provides the
    basis for learning activities
  • problem-centered rather than content-oriented
  • interested in learning subjects that have
    immediate relevance to their job or personal life
  • Malcolm Knowles (1913 to 1997)

24
Experience
Games-based learning Provide safe, realistic
and meaningful environments ..in which
learners actually apply information to develop
knowledge and skills.
25
Experience
GBL is heavily experiential
GBL gives learners virtual experience which they
can use for real in workplace
26
Experience
Ask yourself Would you let your new management
trainees run your organisation?
27
Experience
28
Experience
Ask yourself Would you let your new management
trainees run your VIRTUAL organisation?
29
Problem-centred learning
  • Games are pre-defined problem spaces
  • Solving the problems satisfaction
  • GBL problems are authentic relevant

Game over! You won
Game over! You won
30
Problem-centred learning
What you do (or dont do) has an obvious and
meaningful effect in the game. The game changes.
Each time you try itit is different. Information
/ choices / behaviours / approaches / tactics /
strategies ..meaningful outcomes
31
Relevance to the user
What
32
That word. Game
The first step is admitting it! - Gamers
Anonymous My name is Kevin and I ama gamer.
33
That word. Game
Lonely hearts Spotty, white, teenage male with
poor social skills seeks fellow XBOX enthusiast
to share long nights in front of the bedroom
TV. Trevor, aged 15 from Guilford
34
The gamer demographic
  • The reality
  • 18 to 35 core market for Sony Microsoft
  • 41 female
  • 42 aged 25 to 49
  • 35 income of 50k to 100k
  • 16 income gt 100k

35
The natives are digital
  • Key message!
  • Learners are changing
  • Opportunity NOT threat
  • Organisations needs to evolve to take advantage.

36
Examples of GBL in action
Financial Management / Ffn-FMs
37
Team dynamics (TPLD)
38
Marketing skills (LearningBeans)
39
Legal, regulatory sales training (Caspian)
40
Corporate Social Responsibility
41
http//www.virtual-u.org
42
Promoting retail careers / retail training
43
Sam holds a Masters degree in Marketing (Henley
College). She has 12 years of experience in blue
chips (HASDA, Tisco and Sansberries)
HR / managing people teams
44
IT sales process training (SEER)
45
GCSE Business Studies (PXL Edexcel)
46
Examples
Food Force
47
Examples
www.food-force.com
48
Enterprise training (PXL)
49
Hospitality catering manager training
50
Project management fundamentals
51
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52
Implementation issues
Game Design vs Instructional Design - As easy as
mixing oil and water! Partnerships are key
Matchett Group, Edexcel Coventry
University Projects need to be driven by
learning needs (learn from the past!)
53
Core technology in place?
  • gt Minimise risk
  • gt Cut cost
  • gt Reduce delivery time
  • gt Easy to update
  • gt Profitable for provider

54
PIXELearning Ltdwww.pixelearning.com T 44 (0)
24 7623 6971
Kevin Corti,Managing Director kevin.corti_at_pixelea
rning.com
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