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Serious Games for Human
             Capital Management


Panelists:
    Randy Brown, Chief Technology Officer for Virtual
  Heroes.
    Steve Mahaley, Director of Learning Technology at
  Duke Corporate Education
    Karen Sopko, President and CEO of Creative
  Bandwidth Games
Agenda
 Introduction
   What’s a game? What is a serious game?
   Why games?
   Where do serious games fit within human capital
   management?
   Examples of serious games
   Where to start? What types of games/immersive
   activities for what type of requirements?
   Outlook for serious gaming
   Integrating games
 Discussion
What’s a game?
 “An artificial conflict, defined by rules, that results in a
 quantifiable outcome.quot; Katie Salen and Eric Zimmerman,
 Game Design Fundamentals
 “A structured experience with rules and goals that is fun.”
 Amy Jo Kim
 Serious games have an “explicit and carefully thought-
 out educational purpose and are not intended to be
 played primarily for amusement,” Clark Abt
 Serious games use “entertainment to further government
 or corporate training, education, health, public policy,
 and strategic communication objectives,” Mike Zyda
HCM Functional Stack
                                             UI / Portal / Networking / Collaboration

                                                         Reporting / Analytics / Bus. Intelligence




                                                                                                                                                     Learning Management
                                                                                                                               Succession Planning
                                 Workforce Management




                                                                                                          Career Development




                                                                                                                                                                           Compensation Mgnt.
   Business Process Management




                                                                                      Performance Mgnt.
                                                             Talent Acquisition




                                                                                  Competency Management
                                                                                    Integration Services
                                                        Data Sources: ERP / HRMS / External Data
Why games?
 Games are a way to train people to handle
 consequential and high-stakes situations safely
 Games provide a powerful way to promote
 retention and transfer of knowledge and skills
   Neurological studies show there is a physiological
   basis linking the encoding in memory of knowledge
   and experience and “game play experience”
   Psychology tells us that games reinforce behavior by
   providing the right “reward schedules” and by
   adjusting challenges with player’s changing mastery
   The benefits of active learning (learning by doing) are
   well known: “I hear, I know. I see, I remember. I do, I
   understand,” Confucius.
Where does gaming fit in?
  Pre-hire assessment
  Giving applicants and prospective
  employees insight into culture and work
  environment (“employer branding”)
  Learning/Training/Career Development
  Succession Planning
  Team-Building / Strategy Development
  Performance Management
  Competency Model Alignment
New tools for assessment
 Can serious games be a reliable/valid means of
 assessment? Yes. A surprisingly long history of this use.
 “Psychometrics”:
   A means of evaluating the reliability and validity of assessments
   conceptually and mathematically
   Important in development of conventional HCM assessments

 The same or improved use of psychometrics in
 design/validation of games and simulations:
   Conventional assessments: Subjects self-report behaviors and
   motivations or reveal them indirectly in their answers to carefully
   designed questionnaires
   Games/Simulations: Subjects demonstrate behaviors and
   motivations directly and freely
Serious Game Examples
Hilton Garden Inn® Sony PSP®-based training for front-
line employees.
“Zero Hour” developed by GWU and Virtual Heroes
under a U.S. DHS grant trains EMS workers in disaster-
response skills.
Cisco's quot;Mind Share Gamequot; covers most of the
curriculum for Cisco CCENT (Certified Entry Networking
Technician) certification.
WakeMed in NC and many other hospitals use of
sophisticated anthropomorphic simulation equipment for
medical training.
Farmer’s Insurance using IBM’s Innov8 2.0 to train
11,500 employees on customer service/call center
operations.
Many, many more…
When to consider serious games?
What types of games match which
        requirements?
       How to get started?
When to consider gaming – decision filters
3. Apply second                                 - Single-player or multiplayer?
(design) filter to                              - Synchronous or asynchronous?
understand format              Filter 2         - Archetype? (metaphoric vs. simulation;
and integration         Key design questions    Alternate Reality Game vs. computer-only;
aspects                                         narrative vs. open)
                                                - Technical and programmatic integration


2. Apply decision
                               Filter 1         - Curriculum areas where practice in context
filter for GBL                                  is required OR
method usage            Nature of the problem
                                                - Problem-based learning in scenarios that
                                                elicit common errors OR
                                                - Team challenges – difficult or expensive to
                                                replicate in real life - that draw out desired
                                                behaviors AND
1. Core curriculum -
                                                - Sufficient population; 1000’s annually.
learning outcomes
and content topics




                              TOPICS
 >11   © Duke CE 2009
Scenarios are listed. Brief descriptions are
                             provided. Instructor selects scenario.


                       An example: Multiplayer gaming for new
                       hires.

                             Players log in to the session. Instructor
                             assigns roles. Role descriptions are
                             provided. Text and voice enabled.


                       The issue: Time-to-proficiency in role was
                       taking too long.



                             Players can be anywhere on the client
                             network. Voice and/or text used for
                             communication.

                       The solution: Provide a live, online scenario
                       based on a real business situation.
>12   © Duke CE 2007
Observers (non-visible players) mark events,
                       and link comments to performance metrics.

                        The design: Multiple roles, repeatable
                        experience, with unexpected events
                        triggered at will by instructors.

                        Instructors cast votes for all observers –
                        votes on individual and team performance
                        based on corporate, role-specific
                        competencies.


                             Integration: Programmatic (part of a
                             learning sequence) as well as
                             technical (on client systems) .

                        Instructors lead debriefing, rewinding the
                        recorded performance, highlighting marked
                        events, drawing from observer commentary,
                        and reviewing individual and team scores.


>13   © Duke CE 2009
Outlook
Government and entertainment-sector investments trickle down to
advance the state of the art in serious games.
Last year’s entertainment best seller, becomes next year’s serious
game platform through licensing.
   Game engine. A platform and tools supporting efficient games
   creation – authoring tools minimize code development, feature
   reusable design elements.
   “Mod.” An extension to core game functionality made by third-
   party developers.
While serious games are not new, many observers describe them
at an “inflection point” where their use will accelerate. Why? What
are the economic and technological forces that will shape this
space over the next 5 years?
LMS Integration
Integration Today
Sharable Content Object Reference Model (SCORM)
“Run-Time Environment” (RTE)
            Browser-Based
              Self-Paced
               Learning                                   Learning/
                                                         Performance
               Sharable
                                                         Management
               Content
                                                           System
                Object

                                                           Runtime
RTE communication often handled on the basis               Services
of standardized ECMAScript API. For example:




 Basically has been used to:
• Monitor learner progress (where in a course at what time?)
• Communicate basic score information
Emerging Integration Requirements
  Browser-Based
    Self-Paced
     Learning



      Mobile
      Device
      Clients                       • Learning, Education, Training Systems
                                    Interoperability (LETSI.org)
    Computer/
                                    • LETSI has begun “community
     Console           Learning/    source” project to develop/
  Serious Games       Performance
                      Management
                                    maintain web service server and
                        System      client components.
                       Runtime
                                    • Available under business-friendly “BSD”
                       Services     license.
    Multiplayer
                                    • Code contributions by BBN Technologies,
       Games/                       Booz Allen Hamilton, Rustici Software
   Virtual Worlds
                                    (scorm.com), etc.
                                    • Become a contributor or financial sponsor.
                                    Visit www.letsi.org.

   Combinations
    of the above
  delivery/learning
       modes
Discussion
  Discuss the aforementioned and other examples
  of serious games fulfilling HCM functions
  (corporate recruiting, assessment, learning,
  etc.).
  Are serious games best for topics requiring “3-D
  reasoning”? What are examples of serious
  games for “soft-skill” development?
  Where do you start? A serious game is
  obviously a multi-disciplinary endeavor. Who
  does a company need to involve in the creation
  of a game and how are teams managed?
Resources
 Panelist Web sites:
   http://www.virtualheroes.com/
   http://www.dukece.com/
   http://www.cbandgames.com/
 Many conferences! Next up:
   Learning and Entertainment Evolution Forum:
   http://www.leef2009.net/
 Integration w/ Games
   https://letsi.org
   https://letsi.org/rte
Questions?
chucka@hrinterop.org

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Serious Games for Human Capital Management

  • 1. Serious Games for Human Capital Management Panelists: Randy Brown, Chief Technology Officer for Virtual Heroes. Steve Mahaley, Director of Learning Technology at Duke Corporate Education Karen Sopko, President and CEO of Creative Bandwidth Games
  • 2. Agenda Introduction What’s a game? What is a serious game? Why games? Where do serious games fit within human capital management? Examples of serious games Where to start? What types of games/immersive activities for what type of requirements? Outlook for serious gaming Integrating games Discussion
  • 3. What’s a game? “An artificial conflict, defined by rules, that results in a quantifiable outcome.quot; Katie Salen and Eric Zimmerman, Game Design Fundamentals “A structured experience with rules and goals that is fun.” Amy Jo Kim Serious games have an “explicit and carefully thought- out educational purpose and are not intended to be played primarily for amusement,” Clark Abt Serious games use “entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives,” Mike Zyda
  • 4. HCM Functional Stack UI / Portal / Networking / Collaboration Reporting / Analytics / Bus. Intelligence Learning Management Succession Planning Workforce Management Career Development Compensation Mgnt. Business Process Management Performance Mgnt. Talent Acquisition Competency Management Integration Services Data Sources: ERP / HRMS / External Data
  • 5.
  • 6. Why games? Games are a way to train people to handle consequential and high-stakes situations safely Games provide a powerful way to promote retention and transfer of knowledge and skills Neurological studies show there is a physiological basis linking the encoding in memory of knowledge and experience and “game play experience” Psychology tells us that games reinforce behavior by providing the right “reward schedules” and by adjusting challenges with player’s changing mastery The benefits of active learning (learning by doing) are well known: “I hear, I know. I see, I remember. I do, I understand,” Confucius.
  • 7. Where does gaming fit in? Pre-hire assessment Giving applicants and prospective employees insight into culture and work environment (“employer branding”) Learning/Training/Career Development Succession Planning Team-Building / Strategy Development Performance Management Competency Model Alignment
  • 8. New tools for assessment Can serious games be a reliable/valid means of assessment? Yes. A surprisingly long history of this use. “Psychometrics”: A means of evaluating the reliability and validity of assessments conceptually and mathematically Important in development of conventional HCM assessments The same or improved use of psychometrics in design/validation of games and simulations: Conventional assessments: Subjects self-report behaviors and motivations or reveal them indirectly in their answers to carefully designed questionnaires Games/Simulations: Subjects demonstrate behaviors and motivations directly and freely
  • 9. Serious Game Examples Hilton Garden Inn® Sony PSP®-based training for front- line employees. “Zero Hour” developed by GWU and Virtual Heroes under a U.S. DHS grant trains EMS workers in disaster- response skills. Cisco's quot;Mind Share Gamequot; covers most of the curriculum for Cisco CCENT (Certified Entry Networking Technician) certification. WakeMed in NC and many other hospitals use of sophisticated anthropomorphic simulation equipment for medical training. Farmer’s Insurance using IBM’s Innov8 2.0 to train 11,500 employees on customer service/call center operations. Many, many more…
  • 10. When to consider serious games? What types of games match which requirements? How to get started?
  • 11. When to consider gaming – decision filters 3. Apply second - Single-player or multiplayer? (design) filter to - Synchronous or asynchronous? understand format Filter 2 - Archetype? (metaphoric vs. simulation; and integration Key design questions Alternate Reality Game vs. computer-only; aspects narrative vs. open) - Technical and programmatic integration 2. Apply decision Filter 1 - Curriculum areas where practice in context filter for GBL is required OR method usage Nature of the problem - Problem-based learning in scenarios that elicit common errors OR - Team challenges – difficult or expensive to replicate in real life - that draw out desired behaviors AND 1. Core curriculum - - Sufficient population; 1000’s annually. learning outcomes and content topics TOPICS >11 © Duke CE 2009
  • 12. Scenarios are listed. Brief descriptions are provided. Instructor selects scenario. An example: Multiplayer gaming for new hires. Players log in to the session. Instructor assigns roles. Role descriptions are provided. Text and voice enabled. The issue: Time-to-proficiency in role was taking too long. Players can be anywhere on the client network. Voice and/or text used for communication. The solution: Provide a live, online scenario based on a real business situation. >12 © Duke CE 2007
  • 13. Observers (non-visible players) mark events, and link comments to performance metrics. The design: Multiple roles, repeatable experience, with unexpected events triggered at will by instructors. Instructors cast votes for all observers – votes on individual and team performance based on corporate, role-specific competencies. Integration: Programmatic (part of a learning sequence) as well as technical (on client systems) . Instructors lead debriefing, rewinding the recorded performance, highlighting marked events, drawing from observer commentary, and reviewing individual and team scores. >13 © Duke CE 2009
  • 14. Outlook Government and entertainment-sector investments trickle down to advance the state of the art in serious games. Last year’s entertainment best seller, becomes next year’s serious game platform through licensing. Game engine. A platform and tools supporting efficient games creation – authoring tools minimize code development, feature reusable design elements. “Mod.” An extension to core game functionality made by third- party developers. While serious games are not new, many observers describe them at an “inflection point” where their use will accelerate. Why? What are the economic and technological forces that will shape this space over the next 5 years?
  • 16. Integration Today Sharable Content Object Reference Model (SCORM) “Run-Time Environment” (RTE) Browser-Based Self-Paced Learning Learning/ Performance Sharable Management Content System Object Runtime RTE communication often handled on the basis Services of standardized ECMAScript API. For example: Basically has been used to: • Monitor learner progress (where in a course at what time?) • Communicate basic score information
  • 17. Emerging Integration Requirements Browser-Based Self-Paced Learning Mobile Device Clients • Learning, Education, Training Systems Interoperability (LETSI.org) Computer/ • LETSI has begun “community Console Learning/ source” project to develop/ Serious Games Performance Management maintain web service server and System client components. Runtime • Available under business-friendly “BSD” Services license. Multiplayer • Code contributions by BBN Technologies, Games/ Booz Allen Hamilton, Rustici Software Virtual Worlds (scorm.com), etc. • Become a contributor or financial sponsor. Visit www.letsi.org. Combinations of the above delivery/learning modes
  • 18. Discussion Discuss the aforementioned and other examples of serious games fulfilling HCM functions (corporate recruiting, assessment, learning, etc.). Are serious games best for topics requiring “3-D reasoning”? What are examples of serious games for “soft-skill” development? Where do you start? A serious game is obviously a multi-disciplinary endeavor. Who does a company need to involve in the creation of a game and how are teams managed?
  • 19. Resources Panelist Web sites: http://www.virtualheroes.com/ http://www.dukece.com/ http://www.cbandgames.com/ Many conferences! Next up: Learning and Entertainment Evolution Forum: http://www.leef2009.net/ Integration w/ Games https://letsi.org https://letsi.org/rte