game-based learning & training center

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GAME-BASED LEARNING & TRAINING CENTER hall We Play A Game? Presenter s: Francisco Garcia John Granato Ketaki Kekatpure Christine Pacheco Michael Samudio

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Presenters:. Francisco Garcia John Granato Ketaki Kekatpure Christine Pacheco Michael Samudio. Game-BASED Learning & Training center. Shall We Play A Game?. Description. The Colorado Migrant Education Program – Pueblo Region (MEP-Pueblo) will serve as our case study. - PowerPoint PPT Presentation

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Page 1: Game-BASED Learning & Training center

GAME-BASED LEARNING & TRAINING CENTER

Shall We Play A Game?

Presenters:

Francisco GarciaJohn GranatoKetaki KekatpureChristine PachecoMichael Samudio

Page 2: Game-BASED Learning & Training center

DESCRIPTION The Colorado Migrant Education Program –

Pueblo Region (MEP-Pueblo) will serve as our case study.

Like any organization, MEP-Pueblo’s tacit knowledge is loosely recorded.

MEP-Pueblo wants to capitalize on technology in order to provide supplementary online training to presentand future employees.

The goal: To explore the universal design of a game-based learning & training center for an organizationin need of a knowledge-sharing system.

Page 3: Game-BASED Learning & Training center

FACILITATE COLLABORATIVE WORK

Business Process

Preliminary DeliveryDetailedImplementa

tion

BuildDesign

User documen

ts

Game testing

Prlm-Game

software

Designdocumen

tV1 V1 V1 V1V2V2 V2 V2

Cognition is currently distributedthroughout the client organization.

SharePoint will be used to capture all artifacts.

Allow users to identifymost current version, and track historical changes.

All members will be trained (in multiple sessions) on the structure Of the site and contribute artifacts.

Distributed Cognition to Facilitate Collaborative Work

Page 4: Game-BASED Learning & Training center

FACILITATE COLLABORATIVE WORK

Detailed

Quality Plan

MainSteps

Sub-Steps

BusinessProcess

KnowledgeProducts

JeopardyScavenge

r Hunt

Artifacts

Page 5: Game-BASED Learning & Training center

FACILITATE COLLABORATIVE WORK

Detailed

Preliminary Design

Document

Quality Plan

Create Criteria

Review Criteria

Approve Quality Plan

Knowledge Products

Defining Specific Roles Within A Process

Page 6: Game-BASED Learning & Training center

Simulation Learning and

Training Center

KnowledgeProducts

2Job

Knowledge

Performance

Objectives

FACILITATE COLLABORATIVE WORKMeasuring performance for improving processes

Process Improvement Process

Modify Process

RevisionRequestNew PerformanceObjective

Revise Improvements

Approve Revisions

1Skill

Building

Page 7: Game-BASED Learning & Training center

SUPPORT KNOWLEDGE CREATION STEPSSharing Tacit Knowledge & Knowledge EnablersSince tacit knowledge is unevenly distributed between coworkers and teams, the game center establishes a system in which communication andknowledge artifacts can be shared between participants. We will do this by:1. Instilling a vision:

a) Commitment to a direction, Generativity,b) Focus on restructuring current knowledge & task systems.

2. Managing conversations through:a) Distributed Vision:

1) Groups, departments & individuals obtain access to knowledge library

2) Having opportunity to produce knowledge artifacts. And then use:

b) 360 degree Process.1) Identify and gather participants; organize the process.2) Build a common understanding of the group’s vision &

purpose.3) Use the game center to produce experimental knowledge

artifacts that describe present and future tacit knowledge.4) Allow ample time to discuss and use supporting

technologies to modify the knowledge products. 5) Recognize new knowledge produced by the group and use

it to help expand the group’s knowledge vision.

Page 8: Game-BASED Learning & Training center

SUPPORT KNOWLEDGE CREATION STEPSCreating a Concept

Making tacit knowledge explicit through games and interaction of the game-based learning community members.

New concepts may lead to new processes, or service development.

Game-based training encourages trainees to contribute and express ideas in a creative & collaborative learning Environment.

Employees will be introduced to practices existing in the MEP-Pueblo and encouraged to contribute in the process.

Page 9: Game-BASED Learning & Training center

SUPPORT KNOWLEDGE CREATION STEPS

Justifying Concepts1. Basically, it is a desktop audit of a

Concept.

2. Concept is presented to MEP-Pueblocommunity by concept committee.

3. Concept should be reviewed for its impact on company’s strategies.

4. Use qualitative approach rather thanquantitative.

5. Don’t let strategic focus dominateconcept justification

6. Concept justification should be expandedto account for individual experiences andexpressions.

Page 10: Game-BASED Learning & Training center

SUPPORT KNOWLEDGE CREATION STEPS

Building a Prototype

1. Portable Utilization:

a) Employee Training

b) New Learning Games

2. Will save time and money

3. Improvements/upgrades

4. Basis for a starting point:

a) Familiarity for learners/moderators

Page 11: Game-BASED Learning & Training center

SUPPORT KNOWLEDGE CREATION STEPS

Cross Leveling Knowledge

1. Sharing explicit knowledge throughout the MEP-Pueblo.

2. Ongoing conversation must extend beyond immediate groups/regions.a) Focus on knowledge

confirmation than creation.

3. Conversations are more inclusive of organization as a whole.a) May be constrained as

the prototype is presented throughout the company.

Page 12: Game-BASED Learning & Training center

REFERENCES:Adcock, A. (2008). Technology Connection Making Digital Game-Based Learning Work : Aldrich, C. (2005). Learning by doing. San Francisco, CA: Pfeiffer, p. 79.

“McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York, NY, Penguin Group Inc.

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21. McGraw-Hill. doi:10.1145/950566.950596. p. 2-6.

Salisbury, M. (2009). iLearning - How to Create an Innovative Learning Organization. San Francisco, CA: Pfeiffer.

Von Krough, G., Ichijo, K., & Nonaka, I. (2000). Enabling Knowledge Creation: How to Unlock the Mystery of Tacit Knowledge and Release the Power of Innovation. New York: Oxford University Press.

Additional References:

Ford, J. L. (2010). Getting Started with Game Maker. Boston, MA: Course Technology, 312 pages.

Harbour, J. S. (2010). Beginning Game Programming, Third Edition. Boston, MA: Course Technology, 427 pages.

Page 13: Game-BASED Learning & Training center

QUESTIONS?