12
Margarida ROMERO, Ph.D. Professeure Adjointe en Technologie Éducative Université Laval (Québec). Individual, collaborative, and organizational serious games & e-learning gamification in the workplace. @margaridaromero [email protected] Teachers College at Columbia University June 12 th 2014, New York, NY, USA

Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

Embed Size (px)

DESCRIPTION

Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

Citation preview

Page 1: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

Margarida ROMERO, Ph.D. Professeure Adjointe en Technologie Éducative Université Laval (Québec).

Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace.

@ m a r g a r i d a r o m e r o

m a r g a r i d a . r o m e r o @ f s e . u l a v a l . c a

Teachers College at Columbia University

June 12th 2014, New York, NY, USA

Page 2: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

2

Index

1. Contextualisation

2. 21st century workplace;

lifelong learning as a life sentence

3. E-learning (positive) experience in the workplace

4. Over-simplistic : Play + Learning = Serious (educational)

Games

5. Embracing complexity

– In the workplace

– In Game Based Learning

6. Beyond complexity… a methodology

HEXA-GameBasedLearning (6-GBL)

funnyj

unk.c

om

Page 3: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

2010-2014 Network of Excellence Games and Learning Alliance (GaLA) involving 31 partners from 14 countries. Partnership involves game developers, research centers and universities.

• Université Laval (Québec, Canada)

2013. International Journal of Serious Games

2011-2013 Projet ESG - Stimulating entrepreneurship through serious games - Erasmus Project

2014-2021 ACT partnership project. Focus on intergenerational use of serious games.

Contextualisation

Page 4: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

• Context of innovation and uncertainty

• Work Life Learning Balance (WLLB) • Learning and unlearning • 21st century skills

21st century workplace {

Img adapted from raconteur.net

Page 5: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

… sounds such a life sentence

if you do(did) not enjoy(ed) the learning experience

Lifelong learning…

THAT’S IT! I’M

THROUGH

SCHOOL AND

LEARNING !

SEE YOU

NEVER !

NEVER STOP

LEARNING

Img adapted from raconteur.net

Page 6: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

… should offer a positive learning experience E-learning in the workplace

Competition

A correct level of difficulty (flow, ZDP, game level design)

Game rules

Engagement, immersion, narrative

Fun

Creativity

Let’s play!

Img adapted from raconteur.net

Page 7: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

Play

Individual

Organization

Learn! Serious (educational) Games

{

Over-simplistic :

Play + Learning = Serious (educational) Games

Img adapted from raconteur.net

Page 8: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

… Calvin is not alone Organizational/Team/Individual learning needs and goals

Embracing complexity in the workplace (I)

Intrapersonal level • Prior knowledge

• Learning preferences • Learning needs and objectives

Interpersonal level (Teams) • Small group history, cohesion, goals, challenges

• Cooperative and competitive dynamics • Knowledge Group Awareness • Learning needs and objectives

Organizational level • Learning needs and objectives

• Organization (un)learning culture • Organization history, cohesion, goals, challenges

• Cooperative and competitive dynamics

Img adapted from raconteur.net

Page 9: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

Embracing complexity in Game Based Learning (II) Game as « organized play » (Prensky, 2001, p. 119), “an activity, in which participants follow prescribed rules (…) to attain a challenging goal” (Heinich et al, 2002). Serious Games as games with a purpose. Gamification as “the use of game design elements in non-game contexts” (Deterding et al, 2011).

Serious (educational) Games

Game universe / Immersion (cognitive & visual level) / Gameplay

(Educational) Gamification

Real life contexts/Non-game Secondary task

Purpose / (Educational) objectives

Gaming experience

Positive (learning) experience

Game mechanics & rules

Img adapted from raconteur.net

Page 10: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

Beyond complexity… a methodology

HEXA-GameBasedLearning (6-GBL)

Serious (educational) Games

Game universe / Immersion (cognitive & visual level) / Gameplay

(Educational) Gamification

Real life contexts/Non-game Secondary task

Purpose / (Educational) objectives Learning objectives

Gaming experience

Positive (learning) experience

Game mechanics & rules

Purpose / (Educational) objectives Learning assessment & feedback

Game modalities { Purpose / (Educational) objectives Learner-centered need analysis

Page 11: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

HEXA-GameBasedLearning (6-GBL)

Page 12: Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the Workplace

[email protected] Individual, collaborative, and organizational

serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA

Margarida ROMERO, Ph.D. Professeure Adjointe en Technologie Éducative Université Laval (Québec).

@ m a r g a r i d a r o m e r o

m a r g a r i d a . r o m e r o @ f s e . u l a v a l . c a

Thank you for your attention!

All feedback is welcome