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Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Torsten Reiners & Lincoln Wood
Using narratives to assess
free exploration in 3D spaces
2013-08-27
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Agenda
 Motivation
 Gamification
 Story and Narrative
Context:Logistics&SCM
Motivation
 … “get as many students as possible to meet
professionally/academically acceptable levels of
performance at as high a level as we can” (Buckridge and
Guest, 2007, p. 144).
 Apathy countered with active learning
 Lack of authenticity and high levels of engagement in
university education in L&SCM
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Why not Site Visits?
Site Visits
 great opportunity
 communication with on-site staff
 able to grasp dimension of sites
 equity issues with online classes
 Challenge of „capturing‟ entire SC
Site Visits, but
 great opportunity
 communication with on-site staff
 able to grasp dimension of sites
 equity issues with online classes
 challenge of „capturing‟ the bigger picture
 dangerous
 …
http://deadsquare.net
http://www,tension.com
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
nDiVEOLT Grant 2013-2014
(AUD 220,000)
Torsten Reiners, Lincoln C. Wood, Vanessa
Chang, Christian Guetl, Jan Herrington, Hanna
Teräs
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
nDiVEOLT Grant 2013-2014
(AUD 220,000)
n-Dimensional Immersive Virtual Environment
• increase authenticity through inclusion of real-life complexity
• use scenarios linked into a comprehensive supply chain
• include gaming mechanisms to increase student engagement
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Skills Training in L&SCM
 Difficult to observe for the learner
 Long time-periods without events before the outcome of
decisions becomes visible
 Consequences that are not desirable to replicate in real-
life environments
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
nDiVE: Library
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
nDiVE: Connectivity
nDiVE: Immersive 3D Environment
 Interested in complete immersion of learners in a scenario
 Multiple communication channels
• Social awareness
• Knowledge transfer and understanding
 Presence
• Feeling of being part of the environment
• Increase of motivation and productivity
 Awareness of others
 Decreasing barriers
 Facilitation of collaboration
Aren’t Virtual Worlds already enough fun?
Virtual Training Environments
Serious Games
Game-based Simulations
Games
….
Some games in L&SCM
 Beer Game
 The Fresh Connection
 The Candy Factory Game
2012-11-29
Port Simulator 2012
• Screenshot here
2012-11-29
Gamification in logistics and supply chain education
Authenticity
 Real problems require real skills…
 Requires complex communication, judgment, reflection,
expert thinking, and advanced problem-solving skills
 Higher authenticity in education provides
• Opportunity to exercise realistic work practices
• Cognitive processes that are aligned with authentic situations
• Receiving valuable feedback
• Authentic sources and materials
Fidelity
Gamification
Integrating game dynamics
into your site, service, community, content or campaign,
in order to drive participation.
the use of game design elements in non-game contexts
motivational elements of games + learning
activities + communicate and share
accomplishment + goals
= direct the attention + motivate for action
fun, play, passion
SKILLS
Challenge
Boredom
Anxiety
DYNAMICS
Advanced Gaming
Components
• Game over
• Next life
• Save points
• Rewind
• Multi-player
• NPC / Ghosts
• Slow motion
• Awards
2012-11-29 Gamification in logistics and supply chain
education
passing on information and
experiences to others
Stories
Narratives
Unique paths through the story which also
enliven the story and “unfold in space” and
support the process of understanding and
building cognitive structures
It
Is
A
Long
Story
…
Map
Story
Narratives
Narratives
Narratives
Assessment
Authentic Learning
• Focus on the student
• Thinking, problem solving
• Using knowledge/skills
Should be:
• Relevant but not oversimplified
• Different perspectives, multiple resources
• Collaborative
• Driven by student decisions
• Integrating learning with assessment
• Artefact as an outcome
• Alternative paths to a solution
Narratives
What can we learn from narratives?
Conclusion
• Learning should be about fun, play, and passion
• Learners should retain 75% of the knowledge; not 5%
•
Virtual worlds have gained prominence as they address
• Authenticity
• Unrestricted availability
• Interactivity
•
Gamification for student engagement
• Educators have the tools, the content, and the methods
• Bind learners who are compelled to complete “just one more level”.
Conclusion
• Learning should be about fun, play, and passion
• Learners should retain 75% of the knowledge; not 5%
•
Virtual worlds have gained prominence as they address
• Authenticity
• Unrestricted availability
• Interactivity
•
Gamification for student engagement
• Educators have the tools, the content, and the methods
• Bind learners who are compelled to complete “just one more level”.
Awesome environment ... self-explorative learning
success

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Curtin University 3D Virtual Environment for Logistics Education

  • 1. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Torsten Reiners & Lincoln Wood Using narratives to assess free exploration in 3D spaces 2013-08-27
  • 2. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Agenda  Motivation  Gamification  Story and Narrative Context:Logistics&SCM
  • 3. Motivation  … “get as many students as possible to meet professionally/academically acceptable levels of performance at as high a level as we can” (Buckridge and Guest, 2007, p. 144).  Apathy countered with active learning  Lack of authenticity and high levels of engagement in university education in L&SCM
  • 4. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Why not Site Visits?
  • 5. Site Visits  great opportunity  communication with on-site staff  able to grasp dimension of sites  equity issues with online classes  Challenge of „capturing‟ entire SC
  • 6. Site Visits, but  great opportunity  communication with on-site staff  able to grasp dimension of sites  equity issues with online classes  challenge of „capturing‟ the bigger picture  dangerous  … http://deadsquare.net http://www,tension.com
  • 7. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVEOLT Grant 2013-2014 (AUD 220,000) Torsten Reiners, Lincoln C. Wood, Vanessa Chang, Christian Guetl, Jan Herrington, Hanna Teräs
  • 8. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVEOLT Grant 2013-2014 (AUD 220,000) n-Dimensional Immersive Virtual Environment • increase authenticity through inclusion of real-life complexity • use scenarios linked into a comprehensive supply chain • include gaming mechanisms to increase student engagement
  • 9. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Skills Training in L&SCM  Difficult to observe for the learner  Long time-periods without events before the outcome of decisions becomes visible  Consequences that are not desirable to replicate in real- life environments
  • 10. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVE: Library
  • 11. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVE: Connectivity
  • 12. nDiVE: Immersive 3D Environment  Interested in complete immersion of learners in a scenario  Multiple communication channels • Social awareness • Knowledge transfer and understanding  Presence • Feeling of being part of the environment • Increase of motivation and productivity  Awareness of others  Decreasing barriers  Facilitation of collaboration
  • 13. Aren’t Virtual Worlds already enough fun? Virtual Training Environments Serious Games Game-based Simulations Games ….
  • 14. Some games in L&SCM  Beer Game  The Fresh Connection  The Candy Factory Game 2012-11-29
  • 15. Port Simulator 2012 • Screenshot here 2012-11-29 Gamification in logistics and supply chain education
  • 16.
  • 17. Authenticity  Real problems require real skills…  Requires complex communication, judgment, reflection, expert thinking, and advanced problem-solving skills  Higher authenticity in education provides • Opportunity to exercise realistic work practices • Cognitive processes that are aligned with authentic situations • Receiving valuable feedback • Authentic sources and materials
  • 18.
  • 20. Gamification Integrating game dynamics into your site, service, community, content or campaign, in order to drive participation. the use of game design elements in non-game contexts motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action fun, play, passion
  • 21.
  • 22.
  • 24.
  • 26. Advanced Gaming Components • Game over • Next life • Save points • Rewind • Multi-player • NPC / Ghosts • Slow motion • Awards 2012-11-29 Gamification in logistics and supply chain education
  • 27. passing on information and experiences to others Stories
  • 28. Narratives Unique paths through the story which also enliven the story and “unfold in space” and support the process of understanding and building cognitive structures
  • 30. Map
  • 31. Story
  • 35. Assessment Authentic Learning • Focus on the student • Thinking, problem solving • Using knowledge/skills Should be: • Relevant but not oversimplified • Different perspectives, multiple resources • Collaborative • Driven by student decisions • Integrating learning with assessment • Artefact as an outcome • Alternative paths to a solution
  • 36. Narratives What can we learn from narratives?
  • 37. Conclusion • Learning should be about fun, play, and passion • Learners should retain 75% of the knowledge; not 5% • Virtual worlds have gained prominence as they address • Authenticity • Unrestricted availability • Interactivity • Gamification for student engagement • Educators have the tools, the content, and the methods • Bind learners who are compelled to complete “just one more level”.
  • 38. Conclusion • Learning should be about fun, play, and passion • Learners should retain 75% of the knowledge; not 5% • Virtual worlds have gained prominence as they address • Authenticity • Unrestricted availability • Interactivity • Gamification for student engagement • Educators have the tools, the content, and the methods • Bind learners who are compelled to complete “just one more level”. Awesome environment ... self-explorative learning success

Notas del editor

  1. NOT SURE YET
  2. Saying that it does not allow exploring and the authenticity is an issue
  3. Pointing out the classic parts on the left (components, mechnics), ending in the dynamics
  4. On the one hand, we like o controlled environment following our defined steps ….
  5. Short the reference to a campfire, place were you hear stories, including immersion through the storyteller acting
  6. Stories are one of the oldest means of passing on information and experiences to others. Storytellers combine words with gestures and expressions, creating illusions, using intonation to build up suspense to finally reach full immersion in the narrative. Storytelling is art; the canvas being the mind and the words the crayons to draw the picture. Storytelling is connective; it requires an audience with whom we can share. Storytelling is creative; we hear words and sounds, see gestures and expressions, but we also combine these shared impressions with our personal experience, understanding, and knowledge to our very individual story. Storytelling is an effective mean to convey “information in a compelling and memorable way” (Neal, 2001) and the “original form of teaching” (Pederson, 1995). "[] it's our desire to still employ the mood and storytelling tools inherited from film and theatre" (Björke, 2003). Similar to the film industry, instructional designers have to adopt and use the technology in the way it is designed; not enforcing old beliefs and thoughts and methods on it. The narrative has to be sculpted and designed specifically to express the narrative in its environment.