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2007
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7 pages
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Training in general and safety, health, and environmental (SHE) training in particular is often thought of as boring by the students. Furthermore, most trainers are constantly looking for ways to improve their training. Training is best when the trainees are actively engaged in the training. Consequently many trainers choose structured “training games” as a method or approach to facilitate trainee participation and to increase the perception of training as fun.
British Journal of Educational Technology, 2007
The potential of serious games to help increase the effectiveness of training and learning has been a subject of debate in much of the literature recently published in the field of learning. (Kirkley, Tomblin & Kirkley, 2005; Mayo, Singer & Kusumoto, 2005). While the literature-...
Theoretical and Practical Perspectives
The purpose of this chapter is to provide a review of the research literature on the use of gaming and simulation in adult and professional education. The chapter will describe the difference between games and simulation; provide a review of the history of games in adult education; investigate important audience characteristics, including generational differences; examine how games affect motivation; and discuss the application of learning theories and instructional models to game design. The impact of games on learning, especially for those born after 1980, is profound. Games and simulations delivered using a variety of technologies may be an integral part of the educational mix offered by corporate trainers in the near future.
Serious Game Design …
Modern computer gaming technology offers a rich potential as a platform for the creation of compelling immersive training systems, and there have been a number of game-based training systems developed in recent years. However, the field is still in its infancy. Improved ...
Advances in Multimedia and Interactive Technologies, 2010
Modern computer gaming technology offers a rich potential as a platform for the creation of compelling immersive training systems, and there have been a number of game-based training systems developed in recent years. However, the field is still in its infancy. Improved understanding is needed on how to best embed instruction in a game and how to best use gaming features to support different types of instruction. Further, the field is inherently inter-disciplinary, requiring instructional system designers, software developers, game designers and more, yet there are no established development methodologies to ensure effective coordination and integration across these disciplines. The authors introduce a collaborative effort that is investigating how to improve the craft and science of game-based training. They present their experiences in creating a flooding control training system for the U.S. Navy Recruit Training Command, and discuss the inter-disciplinary development issues that ...
2012
ABSTRACT A game-based learning environment is more than just a digital artefact. Factors such as where the game is played, how the learning experience is designed, the level of social interaction and so on, need to be considered when designing a game for learning or training. For instance, during gaming, the learners might physically leave the virtual environment to continue the gameplay in the physical environment. If the instructor wants to keep track of, for example, learning progress or game states, the gaming system needs to support these activities both in-game and outside the game, via different logging tools, e.g. video and voice recording. Military organisations have a long history of using games and simulations for training. This means that they have had the opportunity to develop and refine training practices that are both cost-effective and valuable for learning. However, these practices are largely based on instructors’ own experiences rather than scientific studies. This study aims to describe game-based training practices in order to (1) extricate good practices that may be transferred as inspirational examples for others, and (2) identify areas for improvement. Empirical material was collected using observations and interviews and then analysed and categorised. Interpretations made from the analysis were later validated through a questionnaire survey with military personnel directly or indirectly involved in simulator- or game-based training. The analysis shows that a game-based training cycle consists mainly of four phases: preparation, introductory lecture, gameplay and debriefing. Although the systems used are advanced in that they log user activity and support quick changes to the scenario during gameplay, running a training session is highly demanding for the instructors. Offline tools (e.g. pen and paper) are commonly used when there is a lack of system support in a specific situation. The paper concludes with a list of system support features for different aspects of game-based training.
Human Factors and Ergonomics Society Annual Meeting Proceedings, 2009
Virtual training and serious games represent a new paradigm in training for many domains by providing cost effective and motivating exercises that guide trainees to safely experience the consequences of their behaviors and decisions. While these technologies are commonly accepted, there are uncertainties regarding the degree to which they actually promote learning. Researchers have suggested that advanced training tools must do more than provide rich visual scenes that engage trainees, but should also include pedagogical elements related to domain knowledge and skills, and should provide for human performance assessments that offer insights into training effectiveness. More research is needed for establishing evidence of the utility of advanced computer-based training and toward the development of specific design recommendations for virtual and game training to ensure training benefit. The current research involves review of a game training exercise to capture lessons learned an assess potential for game-based learning.
2014
that are out there today are really flash-cards. They are glorified drill-and-practice. They don’t have the depth and rich narrative that really engaging video games have ” (Car-Chellman, 2010). She concludes with this challenge: “We need to design better games. ” This chapter will address her challenge. In this chapter, we will explore Flow, Motivation, and Fun. We will dissect how the entertainment industry creates really engaging video games. We will unravel the science of why people become engaged and learn guidelines that promote flow. We will explore how motivation works and what fun really means. Throughout the chapter, we will highlight some of the best examples and most effective techniques. By the end, you will know how to use flow, motivation, and fun to design better games.
Natural Disasters, events that are frequently occurring around the world, taking away homes and innocent lives within minutes or even seconds with the only goal of destruction. Only when we see it on the news of fatalities around the globe when we realize how fragile human life is. The most concerning problem is that current disaster training procedures are not sufficient in preparing the general public in the case of natural disasters such as earthquakes which can wipe out thousands of homes and cause massive casualties if not properly prepared for. To address this situation, the first prototype that we came up with was the Safety Lifetime earthquake simulation game. We believe simulation-based learning would be better at covering more information as well as making the lessons more memorable. As a prototype, Safety Lifetime only contains the simulation of a real earthquake, and lessons to guide the user through what to do during an earthquake, what items to collect, what is the safest sheltering location, and more. In order to verify the effectiveness of the training system, we performed a small-scale user study. 10 users are divided into two groups. Group A is given the booklet earthquake educational materials, while Group B is provided with the game system. Each group spends 10 minutes to learn the content, followed by finishing a quiz. The result shows that the average score of the Group A is 8.5/10, while the average score of the Group B is 9.3/10.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Games are now beginning to receive growing attention in domains outside of entertainment. Applied settings are increasingly utilizing games in the development and implementation of various training programs. Two prevalent methods for the utilization of games in training include game-based learning and gamification. The utilization of games in training can improve participant motivation and engagement, but best practices for the use of games in training are not well defined. This panel will discuss various projects that have applied game-based learning and gamification in training efforts across a variety of industries.
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