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WP7 Integration in Corporate Training

WP7 Integration in Corporate Training. Johann Riedel Nottingham University Business School johann.riedel@nottingham.ac.uk. Outline. WP7 Objectives Partners & PM Tasks & Timeline Activities Stakeholders SG Integration in Companies State of the Art SG Awareness & Adoption in companies

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WP7 Integration in Corporate Training

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  1. WP7 Integration in Corporate Training Johann RiedelNottingham University Business School johann.riedel@nottingham.ac.uk

  2. Outline • WP7 Objectives • Partners & PM • Tasks & Timeline • Activities • Stakeholders • SG Integration in Companies • State of the Art • SG Awareness & Adoption in companies • Next Steps

  3. WP7 Objectives • Investigate how to best integrate different kinds of SGs and SVWs into real corporate training processes • Elicit requirements from end-users and corporate training stakeholders • Collect, systemize and structure experimental data in order to build metrics • Elaborate specific methodologies for an non-intrusive integration of SGs and SVWs in existing training contexts, • Gather and nurture a community of corporate users and stakeholders that are interested in studying, assessing and promoting the adoption of SGs.

  4. WP7 PM

  5. WP7 Tasks & Timeline • T7.1 Corporate user and training stakeholder requirements (CEDEP) • T7.2 Metrics for SG in corporate training (Cyntelix) • T7.3 Integration methodologies for corporate training (UNOTT) • T7.4 Community of corporate users (NURC) • D7.1 D7.2 D7.3 D7.4

  6. WP7 Activities • SoA • Survey • Interviews • Integration • Case Studies • Adoption • Research • Taxonomy • Metrics • Intra-Network Collaboration: SIG1, SIG2, TC2.6

  7. Key Stakeholders Issues and Needs SG Developer Needs EU Needs Enterprise Needs Academia Needs • Proof of effectiveness • Patterns of Gameplay • Observatory - Technologies and Trends • Pedagogical Practice • Trained Workforce • Market awareness, promotion and branding • Competitive Workforce • Successful Education • Sustainable Training • Innovative & Sustainable Industry • Policy Making • Branding • Competitive Workforce • Cost Effective Development • Proof of effectiveness • Pedagogical Practice • Rapid Competence Development (reduced time to competence) • Generation Y • World Class Research • Cohere European Research • Common Research Strategy • Engagement & Interchange with Industry GALA

  8. SG Integration in Companies NEW NEW • Direct • Indirect • Direct • Indirect

  9. D7.1 Report ToC • 1Introduction 1 • 1.1WP7 Objectives 1 • 1.2WP7 Timeplan 2 • 1.3WP7 Activities - first 12 months 2 • 1.4Intra-Network Collaboration 2 • 1.4.1TC 2.6 Assessment 2 • 1.4.2SIG 3.1 Business and Management 3 • 1.4.3SIG 3.2 Engineering and Manufacturing 3 • 2SG Taxonomy for Business and Industry 4 • 3SG State of the Art for Business and Industry 4 • 4SG Integration in Companies 4 • 5SG Needs and Requirements for Business and Industry 4 • 6SG Awareness and Adoption Survey 5 • 7SG Integration Methodologies in Companies 6 • 7.1SG Integration Case Studies 6 • 8SG Metrics for Business and Industry 6 • 9Dissemination & Community Building for Business and Industry 6 • 9.1Stakeholders 7 • 10Plan For Next 12 Months 7 • 11Conclusion 8 • References 8 • Appendix 8

  10. SoA Classification of Games – Simulation Level

  11. Riedel, J; & Baalsrud Hauge, J. (2011) State of the Art of Serious Gaming for Business and Industry, In: Thoben, K-D; Stich, V. & Imtiaz, A. (Eds) Proceedings of the 17th International Conference on Concurrent Enterprising, 20-22 June 2011, Aachen, Germany, Centre for Operations Management (FIR), RWTH Aachen, Aachen. ISBN 978-3-943024-04-3.

  12. SG State of the Art - Analysis

  13. SG Adoption • Serious games show much potential for corporate training • We suspect low adoption of SGs in corporate training • & low (50% at best) awareness of SGs • Why haven’t they been adopted as widely as one would expect? • What are the barriers? • How do we, as SG researchers and developers, overcome the barriers?

  14. TAM – Technology Acceptance Model

  15. Building Critical Mass

  16. Virtuous Circle Strategy

  17. Survey on Corporate Training & Serious Games • Targeted at the corporate training sector • To assess the level of awareness of serious games • To assess the level of adoption/use of serious games • To assess the level of experience with serious games • To assess the usage areas and benefits • To assess the barriers to adoption • -> improve research and development of future serious games, better targeted at industrial training needs • Initial pilot in UK (June-July) • Roll out to European countries? • Baalsrud Hauge, J. Riedel, JCKH; & Azadegan, A. (2011) Identifying the Baseline for Serious Games in Corporate Training, In: Smeds, R. (Ed.) Co-Designing Serious Games: Proceedings of the 15th Workshop of the Special Interest Group on Experimental Interactive Learning in Industrial Management of the IFIP Working Group 5.7 in collaboration with the EU Network of Excellence Gala, 5-7 June 2011, Espoo/Helsinki, Finland. Aalto University Science + Technology series publication 10/2011, Helsinki, pp1-9. ISBN 978 952 60 41537

  18. Survey Responses • sample of 300 companies: • the 100 best companies to work for • the 100 most profitable companies • the 100 fastest growing technology companies • These lists complied by a leading UK newspaper (The Times). • Postal questionnaire • 11 companies responded with fully completed survey • Response rate 3%. • This is lower than expected for a postal survey (10%). • Results need careful interpretation.

  19. SG Awareness & Adoption • 36% Aware of SGs • < 10% Using SGs • 60% Slow Adopters of SGs • 40% Early Adopter & First Follower – Positive Result

  20. Adoption S-curve: RFID & SGs Diffusion (%) SGs 40 RFID SGs 10%

  21. Training Methods • Classroom 60% • Role Play 45% • Business Games 30% Phone follow-up interviews (number of companies)

  22. SGs for Hard & Soft Skills Training SGs for Soft Skills SGs for Hard Skills

  23. SGs & Benefits • Become more efficient 40% • Improve staff competence 36% • More flexible company 30%

  24. Next Steps • To carry out follow-up interviews with survey respondents • To carry out the SG survey in several European countries? • To run the survey with relevant associations • To improve the response rate • eg. European Chief Learning Officers Association • To do case studies on ‘best practice’ serious games use • 4 identified • Continue SoA and Taxonomy work with SIGs 1 & 2 • & Metrics with TC2.6 on Assessment

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