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8/6/2019 PFI Case Study on Games
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TEChNOLOGY CORNER:
GAmES fOR GOOd
hOW dAU IS USING
GAmES TO ENhANCELEARNING
Alicia Sanchez
The use o games has become a popular initiative in many
learning organizations. The Deense Acquisition Univer-
sity, by targeting enhanced outcomes or learners and
using innovative, multiple approaches to develop games
and simulations that are engineered to yield perormance-
oriented outcomes, has created a unique opportunity to
reach an evolving workorce on multiple levels. Through the
use o story and interaction, students gain a better under-
standing o the dynamic application o course content,
while ostering motivation to learn and increasing perceived
relevance o the instruction. This article covers the use o
games and simulations in three dierent initiatives: Games
in Curriculum, Games in Continuous Learning Modules, and
Mini-Gameseach o which was created with the end result
o learning in mind.
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image designed by Miracle Riese
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background
As the Deense Acquisition University (DAU) prepares or a younger
workorce and the increased perormance capabilities that will be expected
o that workorce, it has simultaneously transitioned its curricula rom a more
traditional, educationally ocused organization to a true training organization.
Within DAU, the necessity or preparing students to perorm at higher levels
has generated an increased emphasis on providing students not just with the
inormation they need to do their jobs, but also the skills necessary to accomplish
the unique challenges they will ace upon arrival in their workplaces.
This combination o unique needs has caused DAU to innovate and transorma more traditional educational program into one that accepts the increased
use o online learning and reductions in classroom seat time, presenting an
opportunity to rebuild the universitys classroom lecture environment into one
that more closely aligns with a hands-on apprenticeship. This rebuilding is
made possible through the caliber o education that DAU provides, particularly
in its incorporation o a games and simulations-based initiative, which allows
students to experience workplace events that they will ace during their
classroom and online learning.
While simulations have traditionally been used to provide people with
experiences that they might otherwise not have because they are either too
expensive, too dangerous, or happen too inrequently, simulations are more
requently being used to address perormance-oriented learning objectives in
educational and training environments. Most simulations, however, are linear
and are only used once. To increase the benets o using simulations, DAU
incorporated gaming characteristics into its curricula because o their proven
capacity to increase a students motivation to interact with the course content
in meaningul and targeted ways. This is accomplished through the inclusion
o high-level storylines to serve as a uniying scenario or courses, and game
themes in order to support the use o increased interactivity. Specically, using
storylines makes it possible to present content that is more relevant to learners.
And relevance is a key component to increasing the perceived value o the
learning experience to the learner. When motivated learners are presented with
inormation in the appropriate context, gaming also acilitates the ability o
learners to integrate that inormation into the mental models where individuals
retain and recall their workplace experiences. Thereore, providing the context
o the inormation being presented can increase a students ability to understand
why and when that inormation can and should be used. This is also theorized to
lead to increased ability or a student to transer that learning experience intotheir everyday workplace experiences.
In short, the use o game characteristics can enhance the learners ability
to make meaningul connections, retain and transer knowledge, and motivate
them to interact with course content by providing experiences when combined
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with simulations. When combined, games and simulations have the ability
to provide the learner with experiential learning opportunities that ocus on:
Appropriate ContextThe ability to allow learners to use the
content in scenarios or situations that are representative o how
the content would be used in the real world.
Cognitive FidelityThe alignment o the content with processes
that are representative o how the inormation would be used.
Varied Situations and Replay OpportunitiesThe ability to
provide multiple practice opportunities or content use based on
scenarios and situations that are dierent in key ways in order toexpose the students to a variety o experiences with the content;
and the ability or a learner to use these tools multiple times in
order to try new strategies or how the content could be used.
Sel-DiagnosisThe ability or learners to gain an understanding
o their strengths and weaknesses in order to provide them with
the inormation they need to sel-monitor their learning process.
ScaoldingThe ability or inormation to become increasingly
complex as a learner evolves, with previous inormation being built
upon in order to provide a gradual increase in their understanding.
Through these game characteristics, it is possible to provide students with
the necessary motivation and relevance (Figure 1) to internalize course content
Motivation
Experiential
Feedback Varied Practice
CommunitySelf E &
Regulation
GoalsModel Based
Team SkillsPublic Rewards
FIGuRE 1. RELATIONSHIPS BETWEEN GAME CHARACTERISTICS
AND uSER MOTIvATION
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and transer the knowledge gainedcomplemented by their own personal
abilitiesto perormance-oriented outcomes.
Following much time spent considering where and when games could make
a dierence, implementation o three separate types o games emerged to
address the specic needs o DAUs diverse student population and curricula.
These three categories vary in level o specicity o games and are detailed here.
GAMes in cuRRiculuM
The rst and most specic category, Games in Curriculum, ocuses on
games that are aligned highly enough with a courses learning objectives andcontext to warrant a game being placed in a course. Since acquisition is a very
specic process, oten these types o games are naturally going to be custom
developments. In these types o games, it is important to consider the aspects
o the algorithm that predict the meaningul use o a game in order to establish
the highest probability o enhancing perormance. One example o this type o
game lies in the use o a series o games within the Business, Cost Estimating,
and Financial Management curriculum. Specically, a low-level course that serves
as a required course or all students in the career eld was selected to include a
series o related games. While the course selected represented a high-perorming
course, a content analysis o the course indicated that this course transmitted
primarily conceptual knowledge, oten including a heavy emphasis on vocabulary
memorization while providing case inormation o little use or context. It was
hypothesized that by including games at the end o each o the online courses
eight modules that provided situations in which the inormation being memorized
could be usedstudents would nd more relevance in the inormation being
presented, and thereore would be motivated to retain the inormation.
The game, named Rat Race (Figure 2), centers around a story o a rat who,
ater having lived in the Pentagon or many years, has mastered the art o business
nancial management by listening, beriending, and assisting some o the worlds
greatest minds in the acquisition process. Under this rame, players are able to
practice the lessons learned within the context o their real-world application, but
using a antastical character that is both endearing and engaging.
GAMes in continuous leARninG MoDules
Continuous Learning Modules (CLM) at DAU are very specic 2- to 4-hour
online learning modules that supplement the core curriculum. They oten target
specic career-centered inormation related to process-oriented perormancecharacteristics. In the case o one CLM in particularProcurement Fraud Indicators
(PFI)the content o the module deals with the ability to identiy raud when it
takes place in the workplace. Like many judgment-sensitive areas, the nature o
this content is shaded in gray area, innuendo, and non-yielding protocol. The
continuum gap between novices and experts in these sorts o content areas is
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oten lled with personal experiences and rst-hand accounts. In the absence
o those, the use o an experiential game can serve to provide students with the
varied situations and opportunities to practice in a sae environment.
The PFI capstone game is, at heart, an adventure game, not unlike traditional
point-and-click adventure games designed or the personal computer. The game
is divided into several dierent scenarios, each ocusing on a specic character
that is suspected o committing raud. Each scenario is divided into two phases.
Phase I.The Hidden Object Phasean exploration mode where the player
visits two scenes to collect clues and piece together inormation about the
raud being investigated. The scenes dier between each scenario, and range
rom the mundane (a home ofce) to the exotic (a Navy vessel).
Phase 2. The Interview Phasethe point in the game when the player
moves to the interrogation room, where the suspect is questioned about the
situation to gather more inormation. In the Interview Phase, three theories are
presented, each using the same clues to draw dierent conclusions. The playercan investigate any or all o the theories, drawing his or her own conclusions
rom the inormation presented.
At the end o each line o questioning, the user can attempt to identiy
the raud that occurred and the indicators that suggest it (encapsulated by the
FIGuRE 2. REPRESENTATION OF THE BuSINESS, COST, AND
FINANCE GAME
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three theories). Finding the correct raud with the correct reasoning results in
the player winning the scenario; otherwise, the player can try other theories
until successul.
Mini-GAMes
Mini-gamessimple downloadable games that are commonly ound in
conventional Web-based training coursesshould no longer be considered as
nothing more than a distraction, breaking up the content rom the inevitable test
that will be presented on the next page. By applying new design patterns, mini-
games have come into their own as a legitimate orm o training and education.
DAU is incorporating mini-games into a Web repository that allows students to
brush up on their core topical knowledge o acquisition-related competencies.
Mini-games are usually small games that are easy to learn, but hard to
master. Anyone can play Tetris, but it is difcult to play Tetris well. While
conventional games might take days or weeks to play, mini-games are typically
played or less than an hour. Educational mini-games ollow the same philosophy
and contain a single learning objective. Furthermore, the design o mini-gameshas matured rom simple matching games and quizzes, to real and meaningul
interaction with training concepts as will be demonstrated. These mini-games
are used as homework assignments, remediation, pre-course materials, or just
as stand-alone, sel-motivated training by the AT&L workorce.
One such game currently in production was designed to introduce students
to the seven tools o Continuous Process Improvement (CPI). This game ocuses
FIGuRE 3. REPRESENTATION OF THE PROCuREMENT FRAuD
INDICATORS GAME
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on a students ability to understand when and why the tools are appropriate
or use, using a antasy-based alien production line (Figure 3). The story that
surrounds this game introduces an alien army heading towards earth. The
student does have a weapon that can deeat them, but only a limited amount o
time to nish production o enough weapons to deeat the aliens. At the current
production rate, there will not be enough weapons to save earth. Using proper
CPI methods, players have to improve the process currently in place to increase
production and save mankind.
Conclusions
Through insertion o the three types o games and simulations discussed
in this article into its course content, DAU will have an opportunity to measure
the success o games and simulations and their utility in learning. The insertion
o Games in Curriculum, Games in Continuous Learning Modules, and Mini-
Games into DAU course content, as well as several other projects currently in
development, will pave the way or the universitys ultimate transition to a more
hands-on, apprenticeship-type learning environment, increased motivation,
and increased relevance or students through interactivity and experiential
learning tools. Together, these will help engender a culture o perormance-
oriented learning, culminating in an across-the-board higher level o on-the-job
perormance excellence.
Ahr Bgraphy
Dr. Alicia Sanchez specializes in the imple-
mentation o games and simulations into a variety
o learning environments. Leveraging decades o
research in Education and Simulations, Sanchez'
ocus lies in using games within curricula and
emerging technologies, continuously redening
the potential o games-based learning options.
Since completing her degree in Modeling and
Simulation, she has served as a research scientist
at Old Dominion University prior to being named
DAUs Games Czar.
(E-mail address: [email protected])