Download - Immersive Learning Simulations Astd Final2
Mark Oehlert – Innovation Evangelist - DAUASTD TechKnowledge 2009
Mission:Provide practitioner training, career management, and services to enable the AT&L community to make smart business decisions and deliver timely and affordable capabilities to the warfighter.
DAU Mission & Vision
Vision:Enable the AT&L workforce to achieve the right acquisition outcomes
Career Fields (13) ARMY NAVY/USMC AIR FORCE OTHER TOTAL
Auditing 2 3,485 3,487
Business, Cost Estimating, & Financial Management
4,171 1,716 1,503 218 7,608
Contracting 10,042 5,018 7,371 5,314 27,745
Facilities Engineering 441 3,477 9 3,927
Industrial/Contract Property Management125 56 27 321 529
Information Technology 2,733 744 1,116 248 4,841
Life Cycle Logistics 6,319 4,154 1,781 76 12,330
Production, Quality & Manufacturing2,193 2,000 334 4,439 8,966
Program Management 4,475 3,624 3,958 717 12,774
Purchasing 332 555 123 667 1,677
SPRDE - Science & Technology Manager 171 19 100 290
SPRDE - Systems Engineering 11,964 16,690 6,239 253 35,146
Test and Evaluation 2,140 2,446 2,598 94 7,278
Unknown 506 6 1,132 1,644
Total45,443 40,651 25,075 17,073 128,242
• Serve as the “Innovation Evangelist” in the e-Learning and Technology Center at DAU and focus on integrating emerging technologies and advanced concepts into DAU’s world-class curriculum.
– Web 2.0 initiatives– Game-based learning initiatives – Lead DAU’s Virtual World projects
• Formerly - Director of Learning Innovations at the Masie Center– Helped create ‘LearnLand’…an early attempt to use Second Life for
corporate training– Designed and taught curriculum for ‘Extreme Learning’ workshops with
Fortune 500 leaders
• Formerly - Learning Strategy Architect on the Learning Team at Booz Allen Hamilton
– Worked with clients to help them understand, implement and manage emerging technologies
– Worked with organizations like the FAA and DOD on how to implement and work with simulations and games
• Co-authored the report from the e-Learning Guild on Immersive Learning Simulations and the report on Learning 2.0
• Have written/blogged regularly on the topic for 10 years at “e-Clippings”
flickr: Hiro Protagonist2004Second Life: ChuckNorris MissionFacebook:Mark OehlertBlog: e-Clippings
(http://blogoehlert.typepad.com)Twitter: @moehlertLinkedIN:Mark Oehlertdel.icio.us:moehlertemail: [email protected] or
[email protected]’t like the phonesuper-secret IM
Talk about the researchTalk about the differences between game
design and instructional designTalk about some of the toolsTalk about some design challengesTalk about the organizational challenges
of integrating games into a corporate curriculum
Oh, and play some games…
This is not generationalThis is not happening without a broader context
This is NOT about technologyThis challenges a lot of our thinking about design
Surveyed over 1,000 eLearning Guild members
Representing 320 organizations
Immersive Learning Simulations Work: Over 93% of Guild members who have created an ILS report that their efforts produce results that are either somewhat or much better than other forms of rich-skill practice.
Members are Reporting a Good ROI: Of the Guild members who have weighed in on this, more than 76% indicate they have received either a modest or a very good return on investment.
Guild Members Still Have a Problem with the Term “Game”: Over 80% of Guild members have a problem with the term “Serious Game,” and 77% totally or somewhat agree with the statement “Games are great; it’s the name that’s a problem.”
Guild Members Believe that ILSs are More Expensive to Develop than they Really are: When we ask Guild members to indicate what they think an ILS will cost, and we compare it with what Guild members who have created an ILS tell us they cost, we see that the actual costs, on average, are quite a bit less than the anticipated cost.
Guild Members Plan to do a Lot More: 70% of Guild members plan to do more simulations and scenarios, 48% plan to do more mini-games, and 36% plan to do more serious games and/or Immersive Learning Simulations.
Median and Average Costs Per Learner: The median cost per learner for an ILS is $102.08, and the average cost is $281.51.
“Newer work, however, argues that people primarily think and learn through experiences that have had, not through abstract calculations and generalizations.”James Paul Gee
“A virtue of gaming that is sometimes overlooked by those seeking grander goals…is its unparalleled advantages in training and educational programs. A game can easily be made fascinating enough to put over the dullest facts. To sit down and play through a a game is to be convinced as by no argument, however persuasively presented.”
Gaming as a Technique of AnalysisMood & Sprecht 1954, RAND
“Play is the free space of movement within a more rigid structure.”Salen and Zimmerman
“We are passing from the Cartesian cogito – I think, therefore I am - to cogitamus – we think, therefore we are.”Pierre Levy
600,000 people working for nearly 4 months
“This is really beautiful. In order for any of us to move forward WE ALL have to move forward.”
-I Love Bees player
“Playing video games is a kind of literacy. Not the literacy that helps us read books or write term papers, but the kind of literacy that helps us make or critique the systems we live …When we learn to play games with an eye toward uncovering their procedural rhetorics, we learn to ask questions about the models such games present.”Ian Bogost
#1 Can I try?#2 Can I save it?#3 Want me to show you?#4 How did you do that?
Total of 16 courses using 27 games and sims currently!
ACQ 201B Cassandra
BCF 205 K-ANDY
BCF 206
Monte Carlo
BCF 211
Program Budget
Program Budget Preparation
Budget Exhibits
Program Adjustments
CON 100 Diversity Card Game
LOG 201B LogSim
LOG 210
SYSPARS
COMPASS
CASA
PowerLOG
PFSA
LOG 235 Business Case Analysis
PMT 352B Mind Rover
PQM 201B Lean Sim
PQM 301
Value Stream Mapping
Performance Based ACQ
Quality Function Deployment
Software Quality Systems
Activity Based Costing
Risk, CMMI & AMP
Six Sigma
SAM 201
EWM
DISA ISES NETWARS
CON 237
CON 260A
GRT 201
BCF 211
Based on Catalog Course Learning ObjectivesScores calculated by rating each learning
objective into each of the 10 games, then aggregating a course level score
What did I miss?
Thanks!