This document discusses strategies that business schools can use to incorporate serious games into their programs. It outlines 5 levels of strategies from basic "Recycling" of existing games to the more advanced "Co-design and Co-branding" approach. For each level, it provides examples and estimates their potential to impact student reaction, learning outcomes, results, and return on investment. The document advocates for the most advanced approach, "Co-design and Co-branding", as the best strategy where business schools partner with serious game editors to jointly create games. It also presents an 8-step approach for developing an innovation strategy using games that involves co-design with students and companies.
8. Evaluating the performance of a training process
Kirkpatrick & Kirkpatrick (2006); Philips (2002)
Reaction
Results
ROI
Doing
Learning
Knowing â
Doing Gap
36. How do you get funding for this?
Developing a « funded » project
Waiting for donations from generous alumni
Harassing the Board for an investment
37. The forgotten « WP5 »
Work Package 5: Valorization
Examples of tasks:
T1: Organizing a conference
T2: Creating new training programs
T3: Developing a serious game
44. B-schools: from customers to partners
B-schools
1. Content
2. Visibility on the higher
education market
3. Academic legitimacy
SG Editors
1. Game Design
2. Innovative pedagogy
3. Distribution capabilities
47. Select your strategy
Is the topic of SG in your b-schoolâs strategy ?
YesNo
Is there a market ?
No Yes
External Internal onlyCo-branding with
an editor
Haute-couture
Find another
topic
Do you have the financial resources ?
Home-made
No Yes