sutton - km australia workshop - serious games v1-r0
TRANSCRIPT
DR. MICHAEL SUTTON, PHD, ADMA, CMC, ISP, MIT
ASSOCIATE PROFESSOR, EDUCATIONAL THAUMATURGIST & EDUPRENEURWESTMINSTER COLLEGE, SALT LAKE CITY, UT, USA
Workshop: Serious Games – Knowledge Acquisition, Codification & Sharing
2015 Knowledge Management Australia, Melbourne, Victoria
• Wizened Ol’ Fart, Designer and Player in Gamification, Serious Games, and Simulations• [email protected] [email protected]
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8. What is a Gamification Framework?
9. What are the Primary Types of Game Players?
10. What Comprises a Gamification Model?
11. GAMES…GAMES…GAMES12. Debrief After Gaming
Experiences13. Wrap Up & Discussion
1. Goals2. What defines a Game?3. What defines a Game/
Simulation?4. What defines a Simulation?5. What is the Science Behind
Gamification?6. What are the Drivers Behind
Gamification? 7. Can Your Envision Your Work
Life Measured in Badges?
Agenda
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• Demonstrate how serious gaming creates a knowledge management foundation for:• Cultivating leadership, teamship, followship,
collaboration, and communityship traits• Improving soft skills and individual performance• Focusing attention upon knowledge work through
personal and team reflection that can be described in terms of affect, behavior, and cognition
• Achieving business goals, strategies, and objectives• Play-centric orientation to innovation.
Goals [1]
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• Express how serious gaming creates a learning opportunity for:• Improving the performance of employees and learners• Commitment and responsibility for personal and
professional development• Achieving and maintaining engagement• Promoting transformational change• Opening the mind of individuals to creative thinking and
innovation.• Rebuilding passion, rigour, organization, discipline,
resiliency and grit in knowledge workers.
Goals [2]
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• Experience serious gaming and simulations in terms of knowledge mobilization principles:
Goals [3]
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• A system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.• Kapp, K. M. (2014). The gamification of learning and instruction
fieldbook: Ideas into practice. New York: John Wiley & Sons, p. 37)
What Defines a Game?
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• “In a game, what we’re triggering is the competitive/ cooperative spirit, what we’re triggering is a playfulness, and what we’re triggering is the achievement, greed and victory element.
• All of which…have not only a psychological impact but an actual physiological impact on folks.”• —Elliott Masie in Prensky, M. (2001), “Simulations”: Are They
Games? In Digital Game-Based Learning. McGraw-Hill.
What Defines a Game/Simulation (Sim)? [1]
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• Dynamics of meme transmission, e.g.,
What Defines a Game/Simulation (Sim)? [2]
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• “You can have a game that’s not a simulation and a simulation that’s not a game, but when you get one that does both, it’s a real kick-ass situation.”• —Elliott Masie in Prensky, M. (2001), “Simulations”: Are They
Games? In Digital Game-Based Learning. McGraw-Hill.
What Defines a Simulation (Sim)?
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What is Our Biggest Present & Future Challenge?
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• Much more than simply rewarding points and badges.
• Understanding, encouraging, and influencing corporate and educational human behaviours.
• Founded in the fundamentals of human psychology and behavioral science
What is the Science Behind Gamification?
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What are the Drivers for Gamification?
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AchievementBadgesLeveling UpOn-boarding and Mastery
Social InteractionCompetitionTeams & Collaboration
“People will spend hours playing games, but won’t spend minutes on anything that feels like training.”
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Can Your Envision Your Work Life Measured in Badges?
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What Is a Gamification Framework?
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What are the Primary Types of Game Players?
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What Comprises a Gamification Model?
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• Value Card Exercise—Building Reflective Capacity and SMART Goal Setting • Codifying a Specification—Developing Codification/ Communication Skills
for Knowledge Transfer• Silent Towers—Developing Non-Verbal Communication Skills, Problem-
solving skills, and Teamship and Leadership Skills• Jungle Escape—Building Problem-Solving, Critical Thinking, Teamship, and
Leadership Skills While Escaping the Monsoon• PlanetJockey—Building Soft Skills in a Business Environment• KM Planning Toolkit—Identifying KM Project issues, concerns, approaches,
techniques.• FreshBizGame—Constructing an Entrepreneurial Mindset of Innovation &
Creativity
Gaming Agenda for Today
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• SEPARATE SLIDE DECK
Value Card Exercise
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Outcomes?
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• Handouts:• 3 X 5 Index Cards• Model to be codified
• Est. Time 15+ min.
Codifying a Specification
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Outcomes?
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• SEPARATE SLIDE DECK
Silent Towers
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Outcomes?
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• SEPARATE SLIDE DECK
Jungle Escape
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Outcomes?
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• SEPARATE SLIDE DECK
PlanetJockey
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Outcomes?
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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders
Exemplars of Intra-Generational Gamification [3]
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Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders• GAME MODULES:
• Building and developing a high performance team• Setting targeted goals• Inspiring your team and achieving real commitment• Overcoming setbacks, problems, and competition• Igniting your following and inspiring real change
Exemplars of Intra-Generational Gamification [3]
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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders• Real-time Feedback: provides instantaneous visual
and audible feedback on your actions• Transparency: score and progress on challenges
displayed at any time.• Goal Setting: Long-term goal (lead the firm) and
several short-term goals (soft-skills competencies through increased EI)…Missions = 5 modules.
• Badges: completion of missions clearly marked on the main pages.
Exemplars of Intra-Generational Gamification [3]
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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders (cont’d)• Leveling Up: skill level increases with completed
missions.• Onboarding & Mastery: “gamers” exposed to key
elements of EI, while having fun and competing against themselves and others.
• Competition: leaderboard displays participant ranking.• Team & Collaborations: participants may choose to
coach team members
Exemplars of Intra-Generational Gamification [3]
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Outcomes?
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KM Planning Toolkit
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• Knowledge Management Planning Canvas
• KM Diagnostic Cards • Organisation Culture
Cards • KM Method Cards and • KM Approaches Methods
and Tools Guidebook
Straits Knowledge: KM Planning Toolkit
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Outcomes?
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FreshBizGame
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• Develop and simulate smarter ways of doing business: COPs and Knowledge Sharing
FreshBiz Board Game
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Outcomes?
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What Keeps Business Leaders Up at Night?
• “Executives today are up against some wicked problems, and [their personnel] are expected to make sound judgments.”
[2]
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Major Finding Identified in My Studies: 70-20-10 Learning Model
[3]
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• Skills and competencies in KM-based education/training can demonstrate proof-of-achievement in workforce readiness
Critical Recommendation: Educate Learners in Soft Skills & Competencies
[4]
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We Had to Look Beyond Hard Skills
[5]
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What Keeps Business Leaders Up at Night?
• “Increased pressure to make complex decisions at the speed of light, while simultaneously considering […the] impact on the people and the organization.” [6]
[7]
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Soft Skills—What Do They Include? [1]• emotional intelligence
• self-esteem• self-regard• self-confidence• self-discipline• self-motivation• assertiveness• adaptability• empathetic
• emotional regulation• passion• rigor• organization• personal branding/
self-image• sociability/social
awareness
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Soft Skills—What Do They Include? [2]• business etiquette &
manners• conflict resolution• creativity• innovation• negotiation• persuasion• systems thinking skills
• critical thinking and analysis
• problem-solving & decision-making skills
• interpersonal/ communications skills
• collaboration skills
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Prioritize Soft Skills to demonstrate workforce readiness1) Critical thinking & analysis2) Problem-solving and decision-
making skills3) Interpersonal/communications skills4) Collaboration skills5) Systems thinking skills
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What Keeps Business Leaders Up at Night?
• “Technology continues to progress at warp speed and the skills …[that] leaders [and workers] needed in the past are no longer enough.” [8]
[9]
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Teaching Problem-Based Critical Thinking & Analysis [1]
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Teaching Problem-Based Critical Thinking & Analysis [2]
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Assessing Critical Thinking & Analysis
• Foundation for Critical Thinking
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What Keeps Business Leaders Up at Night?
• “Increased pressure to understand & integrate technology advances”
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Problem-solving vs. Decision-making
[23]
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Puzzle Problems/Decisions
• Silent Towers • Patterns
[24][25]
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Well-structured Problems/Decisions
[26]
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Ill-structured Problems/Decisions
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What Keeps Business Leaders Up at Night?
• “Relationships are the critical success factor for growing business”
[21]
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Interpersonal/Communications Skills [1]
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Interpersonal/Communications Skills [2]
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Teaching Problem-based Interpersonal/Communication Skills
26
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What Keeps Business Leaders Up at Night?
• “Increased pressure to understand the global marketplace” [6]
[31]
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Collaboration Skills
[32]
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Collaboration Skills Framework
Leadership
Followship
Teamship
Community-ship
Collaboration
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Teaching Problem-based Collaboration Skills
[26]
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Feedback
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Reflection
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How Can We Positively Impact Employee/ Learner Behavior Associated with KM?
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Future Work Skills – 2020 (IFTF)
[37]
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Outcomes Achieved Today?
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Wrap Up & Discussion
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• This presentation is Copyright © 2015, Michael Sutton, unless otherwise cited.
• No part of this presentation (document) may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of Dr. Michael Sutton.
• These PowerPoint Presentation Slides were made available exclusively to participants in the 2015 KM Australia. Under copyright law, Dr. Michael Sutton is granting fair use of a copy of this document for your personal files, internal training and development, or for university teaching.
Intellectual Property Statement [1]
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• Under no circumstances may portions of this material be used for, or incorporated into, your own reports, presentations, workshops or seminars without obtaining written permission from the author and attributing accordingly.
• Historically, the author have not withheld consent to incorporate or use specific portions of this material to a reasonable requester. The author only asks that the following conditions be met, in addition to receiving his written permission:• 1) appropriate attribution within your presentation or report and• 2) Starbucks Card/Gift Loaded from remotely from your location for at least 2
Grande “Cafe Lattes” that I can use at my local Starbucks or other well attired coffee establishment.
Intellectual Property Statement [2]