Rapid development of Serious Games

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Presentation transcript:

Rapid development of Serious Games Our classification is motivated by differences in what users will be able to see and do and how they may interact with the learning methods. These will include: method of presentation, player controls, user interface and gameplay mechanics (turn based, real time, etc). Variations in these characteristics produce ILS that look, feel and perform very differently. Each type of ILS may also lend itself to different application to different learning challenges, content areas, user profiles and training conditions. In developing this taxonomy we have only considered the use of ILS for learning and training. www.thinkingworlds.com

Taking Serious Games mainstream Customer barriers and uncertainty Cost of development Time to develop Reusability Skills required Infrastructure Our classification is motivated by differences in what users will be able to see and do and how they may interact with the learning methods. These will include: method of presentation, player controls, user interface and gameplay mechanics (turn based, real time, etc). Variations in these characteristics produce ILS that look, feel and perform very differently. Each type of ILS may also lend itself to different application to different learning challenges, content areas, user profiles and training conditions. In developing this taxonomy we have only considered the use of ILS for learning and training. www.thinkingworlds.com

Rapid Sims Tools - characteristics Cost – inline per hour of eLearning Single tools – integrate art, content and interactivity ID / Design focus – non programming Reusability – updates, new content SCORM; browser delivery; hardware As designers and procurers of serious games, the type of game that we will develop will depend upon requirements and situational practicaliteis. What type of learning objective is the focus? Then consider this through the filter of real constraints on the training.. We udnertook research with personnel across industry, education and military around deverlopment of SG. www.thinkingworlds.com

On the radar Code3D RbitS 3Dwave LearningBeans Olive • Excellent for real time scenario driven application of knowledge and skills • High levels of presence for context relevant training • Controls are simple to master and intuitive • ‘Life-like’ therefore easy to design scenarios based on real world needs • Real time interactivity and user control provides data rich environment for measurement and feedback Weaknesses real time interactivity can make it difficult to engage planning and deliberation skills into the users performance Non player characters must be scripted or have AI www.thinkingworlds.com

Thinking Worlds www.thinkingworlds.com Our classification is motivated by differences in what users will be able to see and do and how they may interact with the learning methods. These will include: method of presentation, player controls, user interface and gameplay mechanics (turn based, real time, etc). Variations in these characteristics produce ILS that look, feel and perform very differently. Each type of ILS may also lend itself to different application to different learning challenges, content areas, user profiles and training conditions. In developing this taxonomy we have only considered the use of ILS for learning and training. www.thinkingworlds.com