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Daden Limited

Training in Virtual
      Worlds

   David Burden
   Daden Limited



                      © 2010 www.daden.co.uk
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
Games, Simulations & Virtual Worlds
                                      © 2010 www.daden.co.uk
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
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
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
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
Synthetic Environments
                                                            © 2010 www.daden.co.uk




Action
Scope

                                   Virtual Worlds
         “sandbox
         games”


                     Simulations



           Serious
           Games



                                                    Goal
                                                    Scope
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
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
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
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”
Modes of Use
                      © 2010 www.daden.co.uk



   Visual-Aid
   Participative
     – Synchronous
     – Asynchronous
     – Group/Solo
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
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
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
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
Exemplar Projects
                    © 2010 www.daden.co.uk
WTRI – Factory Sales Simulation
                                  © 2010 www.daden.co.uk
UFI – NVQ Customer Service
                             © 2010 www.daden.co.uk
Derby University – Virtual Quarrying
                                       © 2010 www.daden.co.uk
Learning by Walking
                                       © 2010 www.daden.co.uk




                               ThinkBalm Data Garden




Italian SL Education Seminar
New York City – Emergency Management
                                       © 2010 www.daden.co.uk
Barriers, Issues and Planning
                                © 2010 www.daden.co.uk
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
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?
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
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)
Questions
            © 2010 www.daden.co.uk

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Training in a virtual world

  • 1. Daden Limited Training in Virtual Worlds David Burden Daden Limited © 2010 www.daden.co.uk
  • 2. 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
  • 3. Games, Simulations & Virtual Worlds © 2010 www.daden.co.uk
  • 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
  • 18. Exemplar Projects © 2010 www.daden.co.uk
  • 19. WTRI – Factory Sales Simulation © 2010 www.daden.co.uk
  • 20. UFI – NVQ Customer Service © 2010 www.daden.co.uk
  • 21. Derby University – Virtual Quarrying © 2010 www.daden.co.uk
  • 22. Learning by Walking © 2010 www.daden.co.uk ThinkBalm Data Garden Italian SL Education Seminar
  • 23. New York City – Emergency Management © 2010 www.daden.co.uk
  • 24. Barriers, Issues and Planning © 2010 www.daden.co.uk
  • 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)
  • 29. Questions © 2010 www.daden.co.uk