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PIXELearning – WOLCE 2008

Best practice Guide for Implementing
  Immersive Learning Simulations
Personal introduction




• ‘Serious games’/ILS specialist
• Established 6 years
• LearningBeans®
• Custom services (design & build)
• OTS products
• International ‘blue chip’ clients
• Based at Serious Games Institute
• Over 50 game/simulation projects
Topics




      Definitions, benefits, examples, costs,
[1]   timescales & how to sell it
      Stages & process
[2]   – from ‘big idea’ to successful deployment
      Cardinal sins
[3]   – what to avoid
What are we talking about?




                                           There are a LOT of
                                           terms in play right
               “Serious                    now.
 “Immersive    Games”
   Learning                                Easy to get confused
Simulations”
                              “eLearning
                                           (or overwhelmed)!



“Games-based
               ?                 2.0”
                                           Focus on what the
                                           medium can
                                           do…then implement
  Learning”
                   “Virtual                to get results!
                   Worlds”
Misconceptions




• All military & health
• Is very high-tech
• Is very costly
• Is only for kids/ ‘Gen Y’
A definition




“The use of games or gaming dynamics not
simply to entertain the player, but rather to
inspire a particular action, effect some type of
attitudinal/behavioral change, or instill a
particular lesson in the service of an
organizational goal”.
“It’s Time To Take Games Seriously”
Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
QUESTIONS




 Who here has used ‘serious games’
    or ‘immersive sims’ in your
       organisation already?

What were they intended to achieve?
Games/sims for learning




                                             Immersive
PRACTICE                                     simulations allow
                                             people to experience
                                             a scenario or
             “Game the skill”                situation in a safe,
                                             realistic manner.

                                             Putting theory into
                                             practice.
    Theory                      Reflection
                                             Builds on theory and
                                             post-reflection
                                             (blend)
Games/sims for learning




                                               Immersive simulations
Higher-order thinking skills
                                               focus on higher-order
                                               thinking skills.
                                  Complex
                                  Cognitive    Think ‘Football
                                   activity
                                               Manager’ or ‘Tycoon’ –
                                               lots of different
                                               information, competing
                                               pressures, focus on
                                Information
                                               strategy and decision-
                               dissemination   making.

                                               Not memorizing facts!
Games/sims for learning




                                      Immersive simulations
                                      allow users to build up
                                      and learn from ‘virtual
“VIRTUAL EXPERIENCE”                  experience’.

                                      They can then apply this
                        Real world    to the real world –
   Virtual experience
                        application
                                      transferrable learning!
Games/sims for learning




                                    Learning by doing!

ADULT LEARNING                      Simulations are based
                                    on their job role and/or
                                    work environment.

                 Problem-based      Adults like problem-
                 Learning (goals,   based learning,
                      tasks)
                                    challenges and clear
                                    relevance to work or
                                    personal needs.
Games/sims for learning




                   Immersive simulations
      ENGAGEMENT
                   positively encourage
                   user participation.
  Passive
 reception         Moving from “fill the
                   vessel” with facts to….

                   …empower the user to
                   make decisions and
                   experience meaningful
   Active
engagement
                   consequences.

                   Learner-centric
                   experiences!
Games/sims for learning




                                    Multiplayer allows
MULTIPLAYER                         learners to collaborate
                    Added realism   and compete.

                                    Makes experience very
    Collaboration
                                    life-like, challenging
                                    and engaging.

                                    Peer support + learn
Peer review                         from others.


                    Group support
Examples - What others are doing
Examples - What others are doing
Examples - What others are doing




         Small projects/discreet ‘jolts’




B2C marketing                              Discreet topics




         Proof of concepts                                      Viral awareness
Investment outlay




• Larger projects usually in £25k to £250k range
• Smaller projects - £5k to £25k
• Marginal/ongoing cost (e.g. hosting/updates) approx 10%

           Longer terms savings come through
           investments in reusable ‘engines’ –
           avoids reinventing the wheel.
Timescales




• Normal range 2 to 6 months
• Usually to fit in client budget quarters (3 or 6 months)
             1 month


             2 months


             3 months


             4 months


             5 months
                                             * Based on analysis of
             6 months                        PXL projects in
             7+ months
                                             2008/09 FY
Selling it internally




Example project (Financial Services)

Total project cost $750,000 (inc client time)
Simulations + F2F programme
2,000 users/year
Five year useful life
= $75/user


  Measured productivity improvement > $10m
Selling it internally

   Costs for Classroom Training vs. Serious Game Solution

                                                    Assumes average
                                                    costs/employee for
                                                    classroom training at
        $14,000,000
                                                    $200
        $12,000,000

        $10,000,000                                 Assumes initial Sim
                                                    solution investment of
Costs




         $8,000,000
                                                    $750K and internal
         $6,000,000
                                                    variable costs of
         $4,000,000                                 $2/employee.
         $2,000,000

                $0
                                                    Inclusion of lost time
                                                    and productivity would
                                                    increase the savings as
                                                    less time is spent using
                            Employees               the serious game than in
                                                    classroom training.
                      Game Solution     Classroom
Making it happen (successfully!)



The ‘big idea’     Client:
Defining it        1. Organisational drivers
The project team
                   2. Audience
Vendor selection
Design it          3. Subject
Build it           4. ‘Content’ (expertise)
Manage it          5. Early stage concepts
Test it
Pre-sell it        Time to bring in a vendor or
Support it
                   consultant? - could save time, $’s
Deploy it
Review it          and stress later!
Measure it
Making it happen (successfully!)



The ‘big idea’     Keep asking; What? Why? When?
Defining it        How? & Who?
The project team
Vendor selection
                   Outputs:
Design it
Build it
Manage it          •RFI/RFP,
Test it            •IT guidelines
Pre-sell it        •Audience/instructional objectives
Support it         •Articulate concepts
Deploy it
                   •Budget
Review it
Measure it         •Outline project plan
                   •Success criteria!!!
Making it happen (successfully!)



The ‘big idea’     •Sponsor / project owner
Defining it        •The ‘vision holder’
The project team
                   •The SMEs/curricula experts
Vendor selection
Design it          •The tech guys/LMS guardian
Build it           •Branding
Manage it          •Compliance
Test it            •ISDs/training folks
Pre-sell it        •Project Manager
Support it
                   •Guinea pigs
Deploy it
Review it          •Consultant?
Measure it         •Vendor
                   •Measurement
Making it happen (successfully!)



The ‘big idea’     •Game/Sim and learning skills?
Defining it        •Technology specialism (e.g. browser)?
The project team
                   •Topic specialism? (e.g. compliance)
Vendor selection
Design it          •Genre specialism (e.g. business sims)?
Build it           •Proven track record
Manage it          •Existing technology/engines?
Test it            •Existing product?
Pre-sell it        •Comfortable with timescales?
Support it
                   •Comfortable with budget?
Deploy it
Review it          •Team in place?
Measure it         •Pricing model/licensing approach?
Making it happen (successfully!)



The ‘big idea’
                   • Revisit key drivers/objectives with
Defining it        vendor - check all assumptions &
The project team   decisions again
Vendor selection
Design it          • Be clear on genre/concept approach +
Build it           • 2D or 3D? – learning value vs cost
Manage it
Test it
Pre-sell it        • Define learning, tech, look and
Support it         feel, genre, sim models in very deep
Deploy it          detail
Review it
Measure it         • Design on paper with mock-ups to
                   visualise
Making it happen (successfully!)



The ‘big idea’
                   Key mantra! Building for learners not
Defining it        for gamers
The project team
Vendor selection   Be clear on development approach –
Design it          time to do iterative prototypes?
Build it
Manage it
Test it
                   Be clear on what deliverables are
Pre-sell it        (alpha?, beta?)
Support it
Deploy it          Build to work, then build pretty
Review it
Measure it         20:80 rule – comes together at end
Making it happen (successfully!)



The ‘big idea’
                   Single points of decision/contact
Defining it
The project team   Document & sign-off everything
Vendor selection
Design it          Ensure project team understand
Build it           implications of changes – disciplined
Manage it
Test it
                   change management process
Pre-sell it
Support it         Frequent communications + ‘show &
Deploy it          tells’
Review it
Measure it         Beware of feature creep
Making it happen (successfully!)



The ‘big idea’
                   Define testing regimes at start
Defining it
The project team   Test logic before coding (RAD tools?)
Vendor selection
Design it          Test usability e.g. instructions/GUI
Build it
Manage it
Test it
                   Test from learning design standpoint
Pre-sell it
Support it         Test from IT compliance standpoint (inc
Deploy it          LMS)
Review it
Measure it         QA – typos, visuals, brand/professional
                   compliance
Making it happen (successfully!)



The ‘big idea’
                   Internal marketing
Defining it
The project team   Viral tools (mini-games?)
Vendor selection
Design it          ‘Coming soon’ videos
Build it
Manage it
Test it
                   Posters in water cooler area
Pre-sell it
Support it         Competitions / high score charts
Deploy it
Review it          Identify internal advocates
Measure it
Making it happen (successfully!)



The ‘big idea’
                   ‘Dummies guides’ (PDF)
Defining it
The project team   Intro video (quick captivates)
Vendor selection
Design it          Facilitator guides – remove
Build it           barriers/empower key people
Manage it
Test it
Pre-sell it        Email support
Support it
Deploy it          Telephone support?
Review it
Measure it
Making it happen (successfully!)



The ‘big idea’
                   “To LMS or to not LMS”?
Defining it        - Control access vs barrier to entry
The project team   - Compliance reporting?
Vendor selection   - Level of data needed for assessment?
Design it
Build it           Recognize that IT are their to protect
Manage it
Test it
                   the IT infrastructure – TLC required
Pre-sell it
Support it         CD/DVD – are learners always online?
Deploy it
Review it
Measure it
Making it happen (successfully!)



The ‘big idea’
                   Hold a project “post-mortem”
Defining it
The project team   Encourage open and frank feedback
Vendor selection   from internal and external teams
Design it
Build it           Document for future use – avoid
Manage it
Test it
                   repeating any mistakes
Pre-sell it
Support it         Create an ideas ‘parking lot’ – stuff that
Deploy it          didn’t make it into v1.0
Review it
Measure it
Making it happen (successfully!)



The ‘big idea’
                   Refer to original success criteria
Defining it
The project team   ‘Happy sheets’ or $savings /
Vendor selection   $generated?
Design it
Build it           Use industry standard measurement
Manage it
Test it
                   approaches (Kirkpatrick/Phillips)
Pre-sell it
Support it         Proof needed to justify the next
Deploy it          project!
Review it
Measure it
Cardinal sins




• Avoid ‘decision by committee’ like the plague
• Skimping on the design - effective design leads to
effective development
• Diluting the design - accommodating too many
viewpoints creates confusion, waters down the results
• Treat sims as ‘content’ – fundamental differences
• Changing design during development – project suicide
• Failure to communicate – talk/meet regularly, review
progress weekly
• Don’t allow time for testing – 20% of project at least!
Best practice Guide for Implementing
Immersive Learning Simulations White paper
coming soon!


                   www.pixelearning.com
                             Or
                   info@pixelearning.com
+44 (0) 24 7623 6971



Kevin Corti, CEO
Richard Smith, Sales Director
Helen Routledge, ISD Manager
kevin.corti@pixelearning.com
richard.smith@pixelearning.com
helen.routledge@pixelearning.com

Company web:
www.pixelearning.com

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World of Learning - PIXELearning presentation

  • 1. PIXELearning – WOLCE 2008 Best practice Guide for Implementing Immersive Learning Simulations
  • 2. Personal introduction • ‘Serious games’/ILS specialist • Established 6 years • LearningBeans® • Custom services (design & build) • OTS products • International ‘blue chip’ clients • Based at Serious Games Institute • Over 50 game/simulation projects
  • 3. Topics Definitions, benefits, examples, costs, [1] timescales & how to sell it Stages & process [2] – from ‘big idea’ to successful deployment Cardinal sins [3] – what to avoid
  • 4. What are we talking about? There are a LOT of terms in play right “Serious now. “Immersive Games” Learning Easy to get confused Simulations” “eLearning (or overwhelmed)! “Games-based ? 2.0” Focus on what the medium can do…then implement Learning” “Virtual to get results! Worlds”
  • 5. Misconceptions • All military & health • Is very high-tech • Is very costly • Is only for kids/ ‘Gen Y’
  • 6. A definition “The use of games or gaming dynamics not simply to entertain the player, but rather to inspire a particular action, effect some type of attitudinal/behavioral change, or instill a particular lesson in the service of an organizational goal”. “It’s Time To Take Games Seriously” Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
  • 7. QUESTIONS Who here has used ‘serious games’ or ‘immersive sims’ in your organisation already? What were they intended to achieve?
  • 8. Games/sims for learning Immersive PRACTICE simulations allow people to experience a scenario or “Game the skill” situation in a safe, realistic manner. Putting theory into practice. Theory Reflection Builds on theory and post-reflection (blend)
  • 9. Games/sims for learning Immersive simulations Higher-order thinking skills focus on higher-order thinking skills. Complex Cognitive Think ‘Football activity Manager’ or ‘Tycoon’ – lots of different information, competing pressures, focus on Information strategy and decision- dissemination making. Not memorizing facts!
  • 10. Games/sims for learning Immersive simulations allow users to build up and learn from ‘virtual “VIRTUAL EXPERIENCE” experience’. They can then apply this Real world to the real world – Virtual experience application transferrable learning!
  • 11. Games/sims for learning Learning by doing! ADULT LEARNING Simulations are based on their job role and/or work environment. Problem-based Adults like problem- Learning (goals, based learning, tasks) challenges and clear relevance to work or personal needs.
  • 12. Games/sims for learning Immersive simulations ENGAGEMENT positively encourage user participation. Passive reception Moving from “fill the vessel” with facts to…. …empower the user to make decisions and experience meaningful Active engagement consequences. Learner-centric experiences!
  • 13. Games/sims for learning Multiplayer allows MULTIPLAYER learners to collaborate Added realism and compete. Makes experience very Collaboration life-like, challenging and engaging. Peer support + learn Peer review from others. Group support
  • 14. Examples - What others are doing
  • 15. Examples - What others are doing
  • 16. Examples - What others are doing Small projects/discreet ‘jolts’ B2C marketing Discreet topics Proof of concepts Viral awareness
  • 17. Investment outlay • Larger projects usually in £25k to £250k range • Smaller projects - £5k to £25k • Marginal/ongoing cost (e.g. hosting/updates) approx 10% Longer terms savings come through investments in reusable ‘engines’ – avoids reinventing the wheel.
  • 18. Timescales • Normal range 2 to 6 months • Usually to fit in client budget quarters (3 or 6 months) 1 month 2 months 3 months 4 months 5 months * Based on analysis of 6 months PXL projects in 7+ months 2008/09 FY
  • 19. Selling it internally Example project (Financial Services) Total project cost $750,000 (inc client time) Simulations + F2F programme 2,000 users/year Five year useful life = $75/user Measured productivity improvement > $10m
  • 20. Selling it internally Costs for Classroom Training vs. Serious Game Solution Assumes average costs/employee for classroom training at $14,000,000 $200 $12,000,000 $10,000,000 Assumes initial Sim solution investment of Costs $8,000,000 $750K and internal $6,000,000 variable costs of $4,000,000 $2/employee. $2,000,000 $0 Inclusion of lost time and productivity would increase the savings as less time is spent using Employees the serious game than in classroom training. Game Solution Classroom
  • 21. Making it happen (successfully!) The ‘big idea’ Client: Defining it 1. Organisational drivers The project team 2. Audience Vendor selection Design it 3. Subject Build it 4. ‘Content’ (expertise) Manage it 5. Early stage concepts Test it Pre-sell it Time to bring in a vendor or Support it consultant? - could save time, $’s Deploy it Review it and stress later! Measure it
  • 22. Making it happen (successfully!) The ‘big idea’ Keep asking; What? Why? When? Defining it How? & Who? The project team Vendor selection Outputs: Design it Build it Manage it •RFI/RFP, Test it •IT guidelines Pre-sell it •Audience/instructional objectives Support it •Articulate concepts Deploy it •Budget Review it Measure it •Outline project plan •Success criteria!!!
  • 23. Making it happen (successfully!) The ‘big idea’ •Sponsor / project owner Defining it •The ‘vision holder’ The project team •The SMEs/curricula experts Vendor selection Design it •The tech guys/LMS guardian Build it •Branding Manage it •Compliance Test it •ISDs/training folks Pre-sell it •Project Manager Support it •Guinea pigs Deploy it Review it •Consultant? Measure it •Vendor •Measurement
  • 24. Making it happen (successfully!) The ‘big idea’ •Game/Sim and learning skills? Defining it •Technology specialism (e.g. browser)? The project team •Topic specialism? (e.g. compliance) Vendor selection Design it •Genre specialism (e.g. business sims)? Build it •Proven track record Manage it •Existing technology/engines? Test it •Existing product? Pre-sell it •Comfortable with timescales? Support it •Comfortable with budget? Deploy it Review it •Team in place? Measure it •Pricing model/licensing approach?
  • 25. Making it happen (successfully!) The ‘big idea’ • Revisit key drivers/objectives with Defining it vendor - check all assumptions & The project team decisions again Vendor selection Design it • Be clear on genre/concept approach + Build it • 2D or 3D? – learning value vs cost Manage it Test it Pre-sell it • Define learning, tech, look and Support it feel, genre, sim models in very deep Deploy it detail Review it Measure it • Design on paper with mock-ups to visualise
  • 26. Making it happen (successfully!) The ‘big idea’ Key mantra! Building for learners not Defining it for gamers The project team Vendor selection Be clear on development approach – Design it time to do iterative prototypes? Build it Manage it Test it Be clear on what deliverables are Pre-sell it (alpha?, beta?) Support it Deploy it Build to work, then build pretty Review it Measure it 20:80 rule – comes together at end
  • 27. Making it happen (successfully!) The ‘big idea’ Single points of decision/contact Defining it The project team Document & sign-off everything Vendor selection Design it Ensure project team understand Build it implications of changes – disciplined Manage it Test it change management process Pre-sell it Support it Frequent communications + ‘show & Deploy it tells’ Review it Measure it Beware of feature creep
  • 28. Making it happen (successfully!) The ‘big idea’ Define testing regimes at start Defining it The project team Test logic before coding (RAD tools?) Vendor selection Design it Test usability e.g. instructions/GUI Build it Manage it Test it Test from learning design standpoint Pre-sell it Support it Test from IT compliance standpoint (inc Deploy it LMS) Review it Measure it QA – typos, visuals, brand/professional compliance
  • 29. Making it happen (successfully!) The ‘big idea’ Internal marketing Defining it The project team Viral tools (mini-games?) Vendor selection Design it ‘Coming soon’ videos Build it Manage it Test it Posters in water cooler area Pre-sell it Support it Competitions / high score charts Deploy it Review it Identify internal advocates Measure it
  • 30. Making it happen (successfully!) The ‘big idea’ ‘Dummies guides’ (PDF) Defining it The project team Intro video (quick captivates) Vendor selection Design it Facilitator guides – remove Build it barriers/empower key people Manage it Test it Pre-sell it Email support Support it Deploy it Telephone support? Review it Measure it
  • 31. Making it happen (successfully!) The ‘big idea’ “To LMS or to not LMS”? Defining it - Control access vs barrier to entry The project team - Compliance reporting? Vendor selection - Level of data needed for assessment? Design it Build it Recognize that IT are their to protect Manage it Test it the IT infrastructure – TLC required Pre-sell it Support it CD/DVD – are learners always online? Deploy it Review it Measure it
  • 32. Making it happen (successfully!) The ‘big idea’ Hold a project “post-mortem” Defining it The project team Encourage open and frank feedback Vendor selection from internal and external teams Design it Build it Document for future use – avoid Manage it Test it repeating any mistakes Pre-sell it Support it Create an ideas ‘parking lot’ – stuff that Deploy it didn’t make it into v1.0 Review it Measure it
  • 33. Making it happen (successfully!) The ‘big idea’ Refer to original success criteria Defining it The project team ‘Happy sheets’ or $savings / Vendor selection $generated? Design it Build it Use industry standard measurement Manage it Test it approaches (Kirkpatrick/Phillips) Pre-sell it Support it Proof needed to justify the next Deploy it project! Review it Measure it
  • 34. Cardinal sins • Avoid ‘decision by committee’ like the plague • Skimping on the design - effective design leads to effective development • Diluting the design - accommodating too many viewpoints creates confusion, waters down the results • Treat sims as ‘content’ – fundamental differences • Changing design during development – project suicide • Failure to communicate – talk/meet regularly, review progress weekly • Don’t allow time for testing – 20% of project at least!
  • 35. Best practice Guide for Implementing Immersive Learning Simulations White paper coming soon! www.pixelearning.com Or info@pixelearning.com
  • 36. +44 (0) 24 7623 6971 Kevin Corti, CEO Richard Smith, Sales Director Helen Routledge, ISD Manager kevin.corti@pixelearning.com richard.smith@pixelearning.com helen.routledge@pixelearning.com Company web: www.pixelearning.com