DevLearn 2011 The eLearning Guild Home
DevLearn 2011
 

Concurrent Session Details

<< Back to session list

 

DevLearn 2011 Conference - Serious Games Track
109 Gamification - Using Game Mechanics to Enhance eLearning
209 Cancelled - Serious Game-based Learning in School - Best Practice Examples
405 Serious Enterprise Mobile Game Design
504 Gamification: Learning for the Next Generation Workforce
605 Let's Play...and Learn! - Tools for Rapid Online Learning Game Development
707 Theory into Practice for Instructional Game Design
109

Gamification - Using Game Mechanics to Enhance eLearning

Wednesday, November 2, 2011 10:45 AM - 11:45 AM

Is gamification just another empty buzzword, or can the principles that game designers employ to engage players really be applied to the design of eLearning software? What exactly is gamification? And can you apply the theories of gamification to a variety of projects regardless of scope and budget? With the sheer scale of the game industry, game developers have dedicated a great deal of time and resources to finding ways to hook gamers that can also be applied in the design of eLearning software. An experienced game designer, now in the eLearning space, will share his experience with using proven game mechanics and motivational techniques to strengthen interactive experiences.

Session participants will learn what gamification is and is not, and how you can apply game mechanics to non-game environments. You’ll see how you can use the same mechanics that captivate gamers to make your eLearning applications more engaging, fun, and effective.

In this session, you will learn:
  • Myths and facts of gamification — what it is, and what it is not
  • Proven game design mechanics that you can use to enhance eLearning materials
  • Development tips for increased creativity and quality
  • Practical knowledge for creating more engaging, fun, and effective eLearning software
Audience: Intermediate designers, developers, managers, and others with at least a basic knowledge of software design principles. Familiarity with modern video games would be helpful, but is not required.
Rick Raymer
Senior Emerging Technologies Learning Architect
Serco
Rick Raymer is a thought leader in the areas of design for learning games and gamification for eLearning. Before joining Serco, Rick designed and managed the production of eLearning software, games, and simulations for the North Carolina Community College System’s BioNetwork organization. He has been designing videogames professionally since 1996, and has produced over 40 games with titles on every major gaming platform including consoles, PCs, handheld devices, and mobile phones.
<< Back to session list Top ^

 

209

Cancelled - Serious Game-based Learning in School - Best Practice Examples

Wednesday, November 2, 2011 1:15 PM - 2:15 PM

This session has been cancelled.

Hubert Egger
Teacher Trainer & Consultant Ministry of Education
eLC bmukk Austria
Hubert Egger is a teacher and teacher trainer with degrees in Mathematics, Physics, and Information and Communications Technology (ICT) from the University of Innsbruck, Austria. He has tought students for more than 20 years, consulted with the Austrian Ministry of Education, headmasters, and project managers, and designed many Austrian and EU-projects (EPICT, eLC, eLSA, Intel, eFit, Learnie-Award, UTeacher, ICT, Career&Space …). As head of eLearning-Cluster-Vorarlberg and AG-Informatics at the Teacher-Training-Institut Feldkirch (PHV) he is a center for roll out and provision of services in Learning Content Management Systems (LCMS), serious game-based learning (GBL) and ICT curricula development in schools.
<< Back to session list Top ^

 

405

Serious Enterprise Mobile Game Design

Thursday, November 3, 2011 10:30 AM - 11:30 AM

Everyone wants their training to be as addictive as Angry Birds or Farmville, but it is always a challenge to create training that is memorable and motivational. Games influence the behavior of the learners in an engaging way by providing challenges and rewards. This session will demonstrate a REAL-LIFE example of implementing gaming into a corporate culture, and the challenges and rewards of this new learning delivery strategy. It offers a real-life example of how gaming revolutionized the way that SAP provides product/sales training. It is a great story, and will provide lots of tips and tricks for those who have never created a learning game before.

Participants in this case-study session will learn how SAP's Value University created their first multi-level, multi-player mobile game to teach their sales people how to sell a new product. You’ll learn how they developed the game using their Instructional Design model process, the challenges they encountered, and the lessons they learned. They built the game internally, learning as they went, with no prior knowledge of how to build a game, and only outsourced the programming.

In this session, you will learn:
  • How to go about writing your first game as an instructional designer
  • The challenges of building a game
  • Game dynamics that satisfy learner's desires and make it addicting
  • Integrating gaming into your stuffy corporate culture
Audience: Intermediate designers, developers, team leaders, managers, and others interested in implementing games into their processes.
Jill Kirtland
Instructional Design Consultant
SAP
Jill Kirtland has been an instructional designer for 10 years, focusing on eLearning and mLearning solutions for various Fortune and Global 500 companies. Jill holds an MS degree in instructional design/technologies from Lehigh University and a BS degree in organizational communication, learning, and design from Ithaca College. She won a 2004 AECT Nova Southeastern Award for Outstanding Practice in Instructional Design by a Graduate Student.
<< Back to session list Top ^

 

504

Gamification: Learning for the Next Generation Workforce

Thursday, November 3, 2011 1:00 PM - 2:00 PM

A new generation of employees is here, and they're changing the way business is done and learning is accomplished. Socially networked, and immersed in playing videogames since childhood, they learn differently, with a verifiably different set of skills from their predecessors and vastly increased expectations when it comes to communications from their employer.

This session will address this issue through case studies and demonstrations of games that top companies are already utilizing to increase their employee engagement. Participants will discover new and effective methods for enhancing organizational performance and individual development. You’ll learn how to translate your internal messaging into the language of videogames and simulations. You’ll gain a new understanding of workforce demographics, message translation, and how you can tie employee engagement directly to Return on Investment.

In this session, you will learn:
  • How to create awareness, transform employee mindset, and change behaviors by leveraging games
  • How top clients translate their internal brand missions into a program that engages employees
  • A new understanding of workforce demographics and message translation
  • How to tie employee engagement directly to Return on Investment
Audience: Intermediate and advanced designers, developers, managers, HR managers, and others with basic knowledge of HR, including the current issues talent managers face, and basic knowledge of game platforms.
Scott Randall
President, Founder
BrandGames
Scott Randall pioneered the use of advergaming as a training and advertising platform in 1995. As a thought leader in the application of simulation technology for internal communications, he is often invited to speak on the topic of engagement and the next-generation workforce. Most recently, he has appeared as a speaker at the H.R. Tomorrow Conference at the Carlson School of Business at the University of Minnesota and the SHRM Talent & Staffing Management Conference & Exposition. BrandGames recently received a Davey Award for their work on a supply chain simulation for Arrow Electronics named Arrow Max!
<< Back to session list Top ^

 

605

Let's Play...and Learn! - Tools for Rapid Online Learning Game Development

Thursday, November 3, 2011 3:00 PM - 4:00 PM

Many organizations want to design and develop meaningful and impactful serious online games to promote learning, but they haven’t identified a structured process to rapidly bring a game from concept through to completion. Often this needs to occur on a tight timeline and with minimal budget. Unfortunately, they often apply the typical structured process for development of eLearning courses to this situation ... resulting in just another eLearning course. With thoughtful application of principles for designing effective games and an effectively structured process, you can overcome this challenge.

Participants in this case-study session will learn about an online gaming platform completed for the American Farm Bureau Foundation for Agriculture that involved rapidly bringing an online educational gaming resource with more than 12 unique, online, learning games from concept to deployment in less than 7 months. You’ll learn the practical tools, models, processes, and human resources required to implement an online gaming project like this one, and you’ll leave with templates and examples that can help you with your own online learning game development efforts.

In this session, you will learn:
  • A model and strategies for rapid online learning game development
  • A real-world case study illustrating implementation of a model for rapid online game development
  • The tools, people, and processes required for successful rapid online game development
  • The lessons learned from this project to inform your own online game development efforts
Audience: Intermediate designers, developers, team leaders, managers, executives, and others familiar with online learning design and development strategies and common online learning development tools and resources.
Doug Kueker
Director of Learning Services
Vivayic, Inc.
Doug Kueker holds a B.S. in Education from the University of Missouri and a M.S. ED in Educational Psychology from Purdue University. He is currently working toward a Ph.D. in Learning Technologies and Information Sciences from the University of Missouri. Doug has managed numerous eLearning-related projects ranging from electronic ASK systems to full-blown eLearning courses. Recently he has taken an interest in eLearning game design and development. He has won an APEX Award for Publication Excellence in the area of Electronic Educational Publications.
Claire Schneeberger
Founder
Monarch Media, Inc.
Claire Schneeberger founded Monarch Media with a vision to create online solutions for training and education customers. Claire’s insights into online education, and her commitment to results-oriented approaches, shape Monarch Media’s dedication to providing positive learning and training outcomes. She keeps the company focused on delivering eLearning solutions that allow users to understand new concepts and master new skills. Claire holds a Bachelor’s degree from Smith College and a Master’s degree from Johns Hopkins University.
<< Back to session list Top ^

 

707

Theory into Practice for Instructional Game Design

Friday, November 4, 2011 8:30 AM - 9:30 AM

There is a gap when moving from formal education to the professional world. Many Instructional Design (ID) Master’s programs focus on instructional design theory, which doesn’t give a lot of practical application for would-be IDs to move from academia to the ID industry. We need a paradigm shift to bridge the gap between the theory and application of instructional design principles, as well as emerging technologies in the ID industry. This case-study session will present an approach to designing a game-design course specifically for instructional designers, because they must apply their knowledge of instructional design theory by considering the learning objectives and the content to be delivered. This course design was no different.

Participants in this case-study session will learn the instructional design strategy for a Master’s level Instructional Game Design course. You’ll learn the design considerations used to achieve the melding of the instructional objectives with the appropriate content – all within the parameters of providing an applied course on how to use games for learning and training from an Instructional Designer’s point of view.

In this session, you will learn:
  • What to consider when designing a practical application course
  • Considerations for creating a game design course for IDs
  • Strategies for matching instructional theory with practical activities
  • Strategies for matching instructional content with the appropriate game genres
Audience: Novice, intermediate, and advanced instructional designers with prior knowledge of instructional design principles, experience with workplace training and eLearning, and interest in using games for learning.
Karen Burpee
Director, Digital Performance Strategy
Metrix Group
Karen Burpee has worked in the eLearning industry in Canada for over ten years. Karen holds Bachelor of Arts and Bachelor of Education degrees, and a Master of Education degree in instructional design. Her strengths include working with clients to determine their performance and training needs, and designing high-impact solutions to achieve clients’ goals. Karen’s primary research interests include learner engagement and instructional game design. She has presented both online and face-to-face at eLearning Guild events, and in March 2011, she presented two sessions, including a panel discussion, on alternate reality games as the only international speaker at GameTech 2011.
<< Back to session list Top ^