Game On! Optimizing Training for Todays Workforce Kimberly Himmer - - PowerPoint PPT Presentation

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Game On! Optimizing Training for Todays Workforce Kimberly Himmer - - PowerPoint PPT Presentation

Game On! Optimizing Training for Todays Workforce Kimberly Himmer Commander, U.S. Navy (Ret.) Articulated Python Inc. Kimberly.Himmer@ArticulatedPython.com @RticulatdPython Introduction Background research on the limitations of some


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Game On! Optimizing Training for Today’s

Workforce Kimberly Himmer

Commander, U.S. Navy (Ret.)

Articulated Python Inc.

Kimberly.Himmer@ArticulatedPython.com @RticulatdPython

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Introduction

  • Background research on the limitations of some current

training mediums

  • Principles of Andragogy
  • Games as a medium; games as a system
  • Why games are an effective training medium for the adult

learner

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SLIDE 3
  • 90% of online learners fail to complete a class in which they’ve

enrolled

  • U.S. Navy no longer requires sailors to use CBT for General

Military Training

  • U.S. Navy study found that participants in professional Surface

Warfare Officer said CBT training was ineffective and likened it to, ”Death by PowerPoint.”

Ineffectiveness of CBT (Computer-Based Training)

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Ineffectiveness of CBT

  • According to a Norwegian Military

study:

– Students come to CBT ready to learn – Poor Instruction/Instructional Design quickly demotivates the learner – Learners are turned-off by bad learning platforms

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SLIDE 5
  • According to a Norwegian Military study:

– “How you present content affects learner motivation” – “Motivation influences engagement and cognitive efforts, and thereby affects the ability to process information and construct knowledge” – Learning “should be designed and developed to maintain the learner’s attention by stimulating their curiosity and desire to actively take part in the learning process”

Ineffectiveness of CBT

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Pedagogy Vs. Andragogy

  • Pedagogy:

– Dissemination of basic skills and declarative knowledge – Teacher is in control of the evolution and evaluation

  • Andragogy:

– Theory of life-long learning – Vocational learning of particular importance

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SLIDE 7

How Adults Learn

  • According to Malcolm Knowles, the adult learner:

– Is self-directed – Has a reservoir of prior knowledge and experience with which to relate new learning – Is motivated to learn out of responsibility for social roles, as opposed to academic pressure – Wants to learn new things that are immediately applicable to his current situation

  • Adults feel utterly patronized when taught using pedagogical principles
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SLIDE 8

CBT

There are two types of ransomware:

  • Locker
  • Crypto

Main Menu Take the Test Print your certificate Save/Quit Introduction Types of ransomware Delivery methods Protecting against attack Case Study Conclusion

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SLIDE 9

CBT

Introduction Types of ransomware Delivery methods Protecting against attack Case Study Conclusion Main Menu Take the Test Print your certificate Save/Quit

What are the two types of Ransomware?

  • A. Spike and Blitz
  • B. Steve and Swift
  • C. Locker and Crypto
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CBT: Pedagogy or Andragogy?

PEDAGOGY ANDRAGOGY

LEARNER:

Dependent on Instructor Self-directed

METHOD:

Didactic Experiential learning

PROCESS:

Subject-material- based Problem-solving and performance of tasks

ASSESSMENT:

Instructor evaluates learning Learner self-evaluates progress and growth

MOTIVATION:

External Internal

Dependent on Instructor Didactic Subject-material- based Instructor evaluates learning External

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What About Simulators?

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What About Simulators?

  • A practice platform for knowledge

acquired through other means (typically a classroom)

  • Representation of reality
  • Judged by its correspondence to the

system

  • Not necessarily a conflict or

competition; not looking for a WIN

  • Purpose is to show mastery of a skill

set; teleological completion of tasks

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Results of 2014 Research by U.S. NAWC & U.S. ARI

  • Simulator practice group unable to

self-diagnose errors

  • Average of:

– 14 errors for practice group – 2 errors for GBL group

  • GBL group performed significantly

better on more complex scenarios that were not practiced/ taught

(Source: Walker, H. & Wray, R. 2014)

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Simulators: Pedagogy or Andragogy?

PEDAGOGY ANDRAGOGY

LEARNER:

Dependent on Instructor Self-directed

METHOD:

Didactic Experiential learning

PROCESS:

Subject-material- based Problem-solving and performance of tasks

ASSESSMENT:

Instructor evaluates learning Learner self-evaluates progress and growth

MOTIVATION:

External Internal

Problem-solving and performance of tasks Dependent on Instructor Instructor evaluates learning Experiential PRACTICE External Didactic ACQUISITION

  • f knowledge

Subject-material- based

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Harnessing Andragogy for Training

PEDAGOGY ANDRAGOGY

LEARNER:

Dependent on Instructor Self-directed

METHOD:

Didactic Experiential learning

PROCESS:

Subject-material- based Problem-solving and performance of tasks

ASSESSMENT:

Instructor evaluates learning Learner self-evaluates progress and growth

MOTIVATION:

External Internal

Self-directed Experiential learning Problem-solving and performance of tasks Learner self-evaluates progress and growth Internal

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Harnessing Andragogy for Training…

Self-directed Experiential learning Problem-solving and performance of tasks Learner self-evaluates progress and growth Internal

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… Through Games

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Characteristics of Games

Goals Rules Feedback k Sys ystem Implement ents Voluntar ary y Partic icip ipat atio ion Provid vide a safe fe space for: r:

  • - Creati

tivity ity

  • - Ex

Experimenta tatio tion

Fict ctional

  • nal
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Games are Systems

“A system is a set of things that affect one another within an environment to form a larger pattern that is different from any of the individual parts.”

  • Systems have 4 main elements:

– Objects – Attributes – Internal relationships – Environment

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Games are Complex, Emergent Systems

  • Product of coupled, context-

dependent interactions

  • Can describe all of the rules, but

cannot describe all of the products

  • f those rules
  • Behavior of the system cannot be

summed up by the behaviors of its constituent parts

  • The resulting system is nonlinear
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Soccer as a system

  • Objects:

– Ball, goals, players, field

  • Attributes:

– Positions, teams, rules

  • Internal relationships:

– Between teams, players

  • Environment:

– The game itself, the conditions that allow the game to exist

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Soccer as a system

Complexity and Emergence:

  • No two soccer games are the

same, even between the same teams

  • The system evolves according to

the context-dependent interactions

  • Results in meaningful play
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Games as Andragogy

Self-directed Experiential learning Problem-solving and performance of tasks Learner self-evaluates progress and growth Internal

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Self-directed

  • Games

– Fictionality imparts ambiguity into the system – Allows for a productive learning environment: no assumptions – Exploratory spaces – Player has:

  • Volition
  • Agency
  • Andragogy

– Adult learner does not want to be spoon-fed – As Knowles put it, ”he can explore a topic in a way that makes sense to him.” – Learner has control over his learning experience

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Experiential learning

  • Through gameplay, you

learn how the system works

  • Therefore, the learning
  • bjectives MUST be intrinsic

to the system of the game

  • Do not “TELL” the player; let

them “DO”

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Problem-solving and performance of tasks

Climb Build /Pause Talk Open Play Eat Drink Sit

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  • Feedback is critical to the adult

learner, like a “guided missile”

  • Learner wants a mechanism to

self-evaluate progress and growth

  • Good games provide constant

feedback to the player

Learner Self-Evaluates Progress and Growth

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  • Play serves as an organizing

function on both a cultural and individual level

  • “Humans are the biggest players
  • f all. We are built to play, and

built through play”

Internal

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Internal

  • Motivation comes from the well-functioning system
  • f the game

– Volition and agency – Learning experientially, through “DOING” – Solving problems and overcoming challenges

  • Motivation is intrinsic, if the system is designed for

the player-learner

  • Motivation is also autotelic to the game
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SLIDE 30

Internal

Rhetorics of Play

  • Progress
  • Fate
  • Power
  • Identity
  • Imaginary
  • Self
  • Frivolous

Layman’s Terms

  • LEARN
  • CHANCE
  • WIN!
  • COMMUNITY
  • CREATIVITY
  • FUN!
  • PROTEST
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Harnessing Andragogy through Game-Based Training

Self-directed Experiential learning Problem-solving and performance of tasks Learner self-evaluates progress and growth Internal Player-learners have volition and agency Game mechanic: “Do not “TELL;” let the player-learner “DO” Tasks are directly aligned to learning objectives: GAME VERBS! Constant feedback is critical to the player-learner How does the player-learner make meaning through play?

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“Leadership: the art of getting someone else to do something you want done because he wants to do it.”

  • - Dwight D. Eisenhower
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SLIDE 33

Game On! Optimizing Training for Today’s

Workforce Kimberly Himmer

Commander, U.S. Navy (Ret.)

Articulated Python Inc.

Kimberly.Himmer@ArticulatedPython.com @RticulatdPython

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SLIDE 34

Sources

  • Bowman, W., Crawford, A., & Mehay, S. (2008). An Assessment of the Effectiveness of

Computer-based Training for Newly Commissioned Surface Warfare Division Officers. (Report No. NPS-HR-08-140). Naval Postgraduate School. Retrieved from http://www.dtic.mil.

  • Brown, S. (2009). Play: How it Shapes the Brain, Opens the imagination, and Invigorates

the Soul. New York, NY: Penguin.

  • Faram, M. (2017, March 27). Navy eliminates online GMT—mandatory training shakeup

puts commands in charge. Navy Times Online. Retrieved from http://www.navytimes.com.

  • Huizinga, J. (1944). Homo Ludens. London, UK: Routledge, & Kegan Paul Ltd.
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SLIDE 35

Sources

  • Isaksen, G. (2014). Hey, Your e-learning courses are giving me a cognitive overload.

Interservice/Industry Training, Simulation, and Education Conference; Orlando, FL; December 2014. Retrieved from http://www.iitsecdocs.com.

  • Isaksen, G. & Hole, S. (2016). How to evaluate student motivation and engagement in e-
  • learning. Interservice/Industry Training, Simulation, and Education Conference; Orlando,

FL; December 2016. Retrieved from http://www.iitsecdocs.com.

  • Knowles, M. (1973) The Adult Learner: A Neglected Species. Houston, TX: Gulf

Publishing Company

  • Knowles, M., Holton, E., & Swanson, R. (2005). The Adult Learner: The Definitive Classic

in Adult Education and Human Resource Development. Burlington, MA: Elsevier.

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SLIDE 36

Sources

  • McGonigal, J. (2011). Reality is Broken. New York, NY: Penguin.
  • Salen, K. & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge,

MA: MIT Press.

  • Sutton-Smith, B. (1997). The Ambiguity of Play. Cambridge, MA: Harvard UP.
  • Tauber, T. (2013, March 21). The dirty little secret of online learning: Students are bored and

dropping out. Quartz. Retrieved from http://www.qz.com.

  • Walker, H. & Wray, R. (2014). Effectiveness of Embedded Game-Based Instruction: A Guided

Experiential Approach to Technology Based Training. Interservice/Industry Training, Simulation and Education Conference; Orlando, FL; 2014. Retrieved from http://www.iitsecdocs.com.