Weitere ähnliche Inhalte Ähnlich wie Training in a virtual world (20) Mehr von Daden Limited (12) Kürzlich hochgeladen (20) Training in a virtual world2. Training in Virtual Worlds
© 2010 www.daden.co.uk
Games, Simulations and Virtual Worlds
Modes of Use
Why Use Virtual Worlds
Exemplar Projects
Barriers, Issues and Planning
4. Serious Games
© 2010 www.daden.co.uk
Often no avatar
Usually single user
One game = one task
Often stand-alone PC
Short duration
Limited goals
Limited actions
Game-play & score
orientated
The Business Game – Pixel Learning
No persistence
5. Simulations
© 2010 www.daden.co.uk
Often no avatar
Usually first-person view
Single/multi user
Scenario/environment
based
Stand-alone or networked
PCs
Short/medium duration
Wider goals VBS2 – Bohemia Interactive
Wider actions
Real-life not game rewards
Limited persistence
6. Sandbox Games
© 2010 www.daden.co.uk
Avatar based
Trailing camera/first-person
view
Multi/single user
Scenario/environment based
Networked/Stand-alone PCs
Medium duration
Wider goals or storyline http://blog.media-freaks.com/other-horizons-different-applications-of-3d-animation/
Grand Theft Auto
Wider actions
Gameplay & score driven
Limited persistence
7. Virtual Worlds
© 2010 www.daden.co.uk
Avatar based
Trailing camera/first-person
view
Multi user
Scenario/environment
based
Networked PCs
Medium/long duration
SL5B Conference Panel – Second Life
Wide/no goals
Very wide actions
Money & reputation
Persistence
8. Synthetic Environments
© 2010 www.daden.co.uk
Action
Scope
Virtual Worlds
“sandbox
games”
Simulations
Serious
Games
Goal
Scope
9. Application Platforms
© 2010 www.daden.co.uk
Virtual World
engine
Scope
Of
Action
Virtual
Worlds
Simulation
engine
Simulations
Game
engine
Serious
Games
Range/Number/Complexity of Goals
10. Synthetic Environments
© 2010 www.daden.co.uk
Don't confuse application platform and user
experience/environment
Limitations of technology and maturity of application tend to
currently link platform with experience/environment
As technology and applications mature further:
– A virtual world application platform could deliver a
simulation and/or a serious game
– A simulation platform could deliver a serious game
– A serious game platform can only deliver a serious game
11. One Platform – Many Environments
© 2010 www.daden.co.uk
Vastpark as 2D user interface Vastpark as avatar-less game
Vastpark as simulation Vastpark as virtual world
12. Modes of Use
© 2010 www.daden.co.uk
Remote/Social Learning
– Only using VW to overcome distance
Exploratory Learning
– Use explores environment
Visualisation
– Looking at data or processes from outside
Simulation
– Immersive experience
Not Possible in Real-Life (“'NPIRL”)
– “Grand Simulations”
13. Modes of Use
© 2010 www.daden.co.uk
Visual-Aid
Participative
– Synchronous
– Asynchronous
– Group/Solo
14. Why Use Virtual Worlds
© 2010 www.daden.co.uk
Benefits of Virtual Learning
– Developing enhanced spatial knowledge representation
– Impractical and impossible tasks
– Creating micro-worlds – embodying abstract concepts/principles
– High motivation and engagement - due to high levels of
personalisation and being “in the flow”
– First-person non-symbolic experiences (cf third person symbolic)
– Contextualisation for greater transfer from learning to practice –
encoding specificity
– More effective collaborative learning
BJET Jan 2010 – Dalgarno & Lee
15. Why Use Virtual Worlds
© 2010 www.daden.co.uk
Supporting Distance Learning, eg UFI
Changing Learning Dynamics, eg St George's
Subjective view – greater emotion and spatial cues to aid retention
and understanding
Doing the Impossible, eg historical recreations, inside a furnace
Supporting Different Learning Approach, eg read, watch, do, discuss
BJET Jan 2010 – Dalgarno & Lee
16. Better Learning - Metrics
© 2010 www.daden.co.uk
Blitz Triage Trainer
– 28% vs 7% for tagging accuracy for
game trained students
Imperial College Operating Theatre
Familiarisation
– Higher confidence from VW group as
against PPT or even RL group
Loyalist College – Border Crossing
– Success scores raised from 56% to
98% in one year
17. Saving Costs - Metrics
© 2010 www.daden.co.uk
Routine Costs - ACS/IBM
– Minimum $1000 per day per
participant, plus soft-costs
Exceptional Costs - Highways Agency
– Saving £65,000 per day for Highway
Closure simulations
20. UFI – NVQ Customer Service
© 2010 www.daden.co.uk
22. Learning by Walking
© 2010 www.daden.co.uk
ThinkBalm Data Garden
Italian SL Education Seminar
25. Barriers
© 2010 www.daden.co.uk
Technical: PC and network performance, user interface
Identity: Tension between work and play
Culture: Codes and etiquette
Collaboration: Building trust
Time: To learn and do
Economic: Set up costs
Organisational: Staff and student buy-in
Steven Warburton: Liquid Learning Blog, Kings College, 2008
G Falloon: BTEJ Vol 41 No 1 2010
26. Issues to Consider
© 2010 www.daden.co.uk
Which world – SL, OpenSim, Vastpark, other?
How hosted – standalone PC, LAN or third party hosted?
How presented – training using virtual worlds, or virtual
worlds including training?
How are users represented?
How is learning designed (and scaffolded)?
How will user preferences be managed?
What fidelity matters: environment, task, interaction?
How secure does the environment need to be?
What LMS/VLE integration is required?
27. Scripting/Content Models
© 2010 www.daden.co.uk
Embedded
– High skill level
– Hard to maintain
– World specific
Web-Linked
– Can get fragmented
– Corporate IT policies
– World limitations
Web-based Authoring
– Central management/authoring of whole exercise
– Easy to maintain, change and re-configure
– Can deploy across multiple virtual worlds
– Can deploy to web and mobile
28. Planning a Project
© 2010 www.daden.co.uk
Establish clear requirement specification
Be clear as to organisational and learner benefits
Develop a detailed exercise description form tutor and learner
perspectives – and any metrics needed
Create the VW platform/environment
Create induction path from web
Build the 3D environment
Script the exercise
Arrange data capture, ideally with LMS link
Create supporting documentation
Test with team and refine
Test with tame students, and refine
Go live (with support)