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WP7 Integration in Corporate Training

WP7 Integration in Corporate Training. Johann Riedel UNOTT Nottingham University Business School. SG Integration in Companies. Exploratory Case Studies on SG Integration. Call for cases resulted in 5 cases being collected:- ABN Bank Lego Serious Play Wallbreakers Afghanistan OpenSea.

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WP7 Integration in Corporate Training

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  1. WP7 Integration in Corporate Training Johann Riedel UNOTTNottingham University Business School

  2. SG Integration in Companies

  3. Exploratory Case Studies on SG Integration Call for cases resulted in 5 cases being collected:- ABN Bank Lego Serious Play Wallbreakers Afghanistan OpenSea

  4. Case Study Questionnaire Organisation details Adopted SG, Aims of adoption, adoption attitude Awareness, Rationale for adoption Description of use Barriers encountered Benefits of use Changes to practice attributable to SG How SG overcame problems Benefits for stakeholders (non-participants, management) Recommendations for practice

  5. Cases - Preliminary Analysis Large-ish organisations involved: 4,000 employees to 100,000+ 2 military 2 cases are corporate change/ strategy interventions – LSP, Wallbreakers 1 case is about company core values 3 Operational training: Afghanistan, OpenSea, ABN All but one are early adopters, the 5th is a first follower Single SG use: Afghanistan, LSP, Wallbreakers Multiple-SGs: ABN, Nato Limited deployment (1 department/ branch): LSP, Wallbreakers, Afghanistan [50 - 400 participants] Wide deployment: ABN, Nato User org is developer: Nato Commissioned SG: ABN Key finding: support from senior management is critical for adoption

  6. Metrics for Serious Games in Corporate Training • The goal of task 7.2 – To design metrics that can measure the effectiveness of Serious Games in corporate training • Measuring the effectiveness for learning of SGs in corporate training (year 1 and 2) • Results contributed to WP1 SG Study Template • Metrics of integration will be further considered in years 3 & 4

  7. Corporate Metrics Approach Study: • How corporates understand and evaluate the effectiveness of corporate training • studied Nonaka’s SECI knowledge model, Kirkpatrick model, ROI model • Existing measurable features for games and/or SGs that influence the effectiveness for learning - to evaluate if / how these can be used

  8. Methodology • A paradigm shift: the accent of measurement falls on the processnot on the outcomes • Put more attention on knowledge transfer and use existing measures of the levels of social interactions as a starting point • All studied features are interrelated with two main interdependencies composed-of and prerequisite • this makes it possible to understand why a certain measured effect has been achieved • allow measuring at different stages in the game design

  9. Integration Metrics • We defined a Maturity model (MM) for integrating SG in corporate training: • It is a general model for any type of SG • Collected data on the integration of SG from 64 national companies and around 15 international ones • For a SG to be successfully integrated it needs to prove its effectiveness to move to the next level of maturity

  10. WP7 Metrics Next Steps • Collect data of existing evaluation practices of games in corporations • Collect additional data on integration of games in corporations to fine tune the existing maturity model to the different types of games • Review empirical studies to understand how game features relate to learning outcomes • Incorporate the results of the previous steps in the metrics design • Year 4 • Evaluate and correct the approach • Formulate the findings as a guide for corporations to adopt different types of SG in their trainings

  11. WP7 Community Building • Focus on lead-users • Online Educa, Gaming Workshop, Nov 2012, Berlin (with WP9) • LinkedIn SG group grown: from 1,400 to 3,350 – 2,000 increase • New LinkedIn Gamification Group started, now has 3,700 members • Events for industry and users: • Number: 11

  12. WP7 Events Playgen ran 5 half-day workshops called MAKE PLAY – where 80 participants working in various SMEs and organisations across health, advertising, media, charity and enterprise participated to learn about Serious Games and how to make them. Games For Brands – 300 participants – LONDON 27th October 2011 – exploring the opportunities for brand and content owners to discover the potential for games. Games for TV – 200+ participants – LONDON 18th April 2012 – a dedicated one-day interactive conference and workshop designed for the television, production, licensing, publishing and related sectors to understand how to turn their content into games across all platforms and devices. We also ran Games For Places – and the Play Day during the Digital Shoreditch Festival

  13. WP7 Events NURC established contacts to the Modelling & Simulation community in NATO and in the fields of defence, security, anti-piracy, etc. Attendance at Workshops on Modelling & Simulation and SGs Contacts with other defence institutes and schools in order to coordinate shared e-learning test/training activities in Year 3 ORT organised a Serious Games thematic workshop at Cap Digital, Paris Region, 22 September 2012 UNOTT/ BIBA/ OUNL/ TUD Workshop on SG Evaluation and hands-on Online Educa, Berlin, 2012

  14. WP7 Metrics

  15. WP7 Publications Book Chapters Hansen, PK. (2012) Innovation and learning facilitated by play In: Seel, N.M. (Ed.) Encyclopedia of the Sciences of Learning, Springer Science + Business Media B.V. ISBN 978-1-4419-1427-9 Riedel, JCKH. & Baalsrud Hague, J. (2011) Serious games and the evaluation of the learning outcomes - challenges and problems, In: Maria Manuela Cruz-Cunha, Vítor Hugo Carvalho & Paula Tavares (Eds.) Computer Games as Educational and Management Tools: Uses and Approaches, IGI Global, Hershey, PA, pp263-279. ISBN 978-1-60960-569-8. http://www.igi-global.com/requests/details.asp?ID=711 Conference Papers 1st Tier Azadegan, A. & Riedel, JCKH. (2012) Serious Games Integration in Companies: A Research and Application Framework, ICALT2012 - International Conference on Advanced Learning Technologies and Technology-enhanced Learning, IEEE Computer Society & IEEE TC on Learning Technology, Rome, 4-6 July 2012. ISBN: 978-0-7695-4702-2/12. www.scuolaiad.it/ICALT2012 2nd Tier Azadegan, A; Riedel, JCKH. & Baalsrud Hauge, J. (2012) Serious Games adoption in corporate training, In: Ma, M; Oliveira, MF; Baalsrud Hauge, J; Duin, H; Thoben, K-D. (Eds.) Serious Games Development and Applications: Proceedings of the 3rd International Conference SGDA, 26-29 September 2012, Bremen, Germany. Lecture Notes in Computer Science LNCS7528, Springer, Heidelberg. ISBN 978 3 642 33686 7. DOI: 10.1007/978-3-642-33687-4, pp74-85. Baalsrud Hauge, J. & Riedel, J.C.K.H. (2012) Evaluation of Simulation Games for Teaching Engineering and Manufacturing, In: De Gloria, A. & de Freitas, S. (2012) 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12), Elsevier Procedia Computer Science, Vol. 15, pp. 210-220. http://www.sciencedirect.com/science/journal/18770509 Yulia Bachvarova, Stefano Bocconi, Bartwin van der Pols, Maria Popescu and Ion Roceanu (2012) Measuring the effectiveness of learning with Serious Games in corporate training, VS-Games’12: 4th International Conference on Games and Virtual Worlds for Serious Applications, Genoa, Italy, 29-31 October 2012. In: De Gloria, A. & de Freitas, S. (2012) 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12), Elsevier Procedia Computer Science, Vol. 15, pp. 221-232. http://www.sciencedirect.com/science/journal/18770509

  16. Publications /2 Domain Conference Papers – other Tiers Nielsen, L.M. (2012) Balancing Design Project Supervision and Learning Facilitation, In: Chris Baelus, Guido De Grande, William J. Ion (eds) Proceedings Of The 14th International Conference on Engineering and Product Design Education (E&PDE 12): Design Education For Future Wellbeing, 6 September 2012, Antwerp, Belgium, The Design Society, ISBN 978-1-904-670360. I A. Stănescu, A. Ştefan, M. Kravcik, T. Lim, R. Bidarra (2012) Interoperability Strategies for Serious Games Development, Proceedings of the 8th International Scientific Conference "eLearning and Software for Education", Bucharest, 26 – 27 April 2012, ISBN 2066-026X-12-151, page 373-378. Paananen, H.; Smeds, R. (2012) The Systems Snapshot - A Serious Game for Increasing Understanding of Organizational Models, Leadership and Communication in Increasingly Complex Systems. In: “Innovation and Serious Games”, the IFIP WG 5.7 16th Workshop on Experimental Interactive Learning in Industrial Management, in collaboration with the EU Network of Excellence GaLA. Bergische Universität Wuppertal, Germany, June 3-5, 2012. Workshop Publication, pp 51-59. Azadegan, A; Riedel, JCKH. & Baalsrud Hauge, J. (2012) An Application Framework for Serious Games Integration in Companies, In: Hoeborn, G. (Ed.) Workshop-Publication The IFIP WG 5.7 16th Workshop on Experimental Interactive Learning in Industrial Management, in collaboration with the EU Network of Excellence GaLA Innovation and Serious Games, 4-6 June, Wuppertal, Germany. pp13-25. Edition Winterwork, Borsdorf. ISBN 978-3-86468-187-5. Baalsrud Hauge, J; Pourabdollahian, B. & Riedel, JCKH. (2012) The Use of Serious games in the education of Engineers, In: Emmanouilidis, C., Taisch, M., and Kiritsis, D. (Eds) Competitive Manufacturing for Innovative Products and Services: Proceedings of the APMS2012 Conference Advances in Production Management Systems, Rhodes, Greece, 24-26 September 2012.

  17. WP7 Next Steps • To revisit the exploratory case with research questions derived from the analysis • To carry out in-depth case studies on the key research questions • Continue Metrics work • Continue community building activity • eg. ORT seminar on best practises in serious games end of January 2013 (to coincide with the BETT Show). • Develop articles for professional publications in HR/ Training on SGs • Partially based on case studies

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