Category: games

5 games every e-learning professional should play

You can narrow down someone’s age by whether they include spaces in their file names. If they do, they’re under 40.

That is a sweeping declaration, and quite possibly true.

Here’s another one… Gamers are a sub-culture dominated by young men.

This declaration, however, is stone-cold wrong. In fact, 63% of American households are home to someone who plays video games regularly (hardly a sub-culture). Gamers are split 59% male / 41% female (approaching half / half) while 44% of them are over the age of 35 (not the pimply teenagers one might expect).

In other words, the playing of video games has normalised. As time marches on, not gaming is becoming abnormal.

Woman and man seated on a couch playing a video game.

So what does this trend mean for e-learning professionals? I don’t quite suggest that we start going to bed at 3 a.m.

What I do suggest is that we open our eyes to the immense power of games. As a profession, we need to investigate what is attracting and engaging so many of our colleagues, and consider how we can harness these forces for learning and development purposes.

And the best way to begin this journey of discovery is by playing games. Here are 5 that I contend have something worthwhile to teach us…

1. Lifesaver

Lifesaver immediately impressed me when I first played it.

The interactive film depicts real people in the real world, which maximises the authenticity of the learning environment, while the decision points at each stage gate prompt metacognition – which is geek speak for realising that you’re not quite as clever as you thought you were.

The branched scenario format empowers you to choose your own adventure. You experience the warm glow of wise decisions and the consequences of poor ones, and – importantly – you are prompted to revise your poor decisions so that the learning journey continues.

Some of the multiple-choice questions are unavoidably obvious; for example, do you “Check for danger and then help” or do you “Run to them now!”… Duh. However, the countdown timer at each decision point ramps up the urgency of your response, simulating the pressure cooker situation in which most people I suspect would not check for danger before rushing over to help.

Supplemented by extra content and links to further information, Lifesaver is my go-to example when recommending a game-based learning approach to instructional design.

2. PeaceMaker

Despite this game winning several prestigious awards, I hadn’t heard of PeaceMaker until Stacey Edmonds sang its praises.

This game simulates the Israeli-Palestinian conflict in which you choose to be the Israeli Prime Minister or the Palestinian President, charged with making peace in the troubled region.

While similar to Lifesaver with its branched scenario format, its non-linear pathway reflects the complexity of the situation. Surprisingly quickly, your hipsteresque smugness evaporates as you realise that whatever you decide to do, your decisions will enrage someone.

I found this game impossible to “win”. Insert aha moment here.

3. Diner Dash

This little gem is a sentimental favourite of mine.

The premise of Diner Dash is beguilingly simple. You play the role of a waitress in a busy restaurant, and your job is to serve the customers as they arrive. Of course, simplicity devolves into chaos as the customers pile in and you find yourself desperately trying to serve them all.

Like the two games already mentioned, this one is meant to be a single player experience. However, as I explain in Game-based learning on a shoestring, I recommend it be deployed as a team-building activity.

4. Keep Talking and Nobody Explodes

As its name suggests, Keep Talking and Nobody Explodes is a multi-player hoot. I thank Helen Blunden and David Kelly for drawing it to my attention.

In the virtual reality version of the game, the player wearing the headset is immersed in a room with a bomb. The other player(s) must relay the instructions in their bomb defusal manual to their friend so that he/she can defuse said bomb. The trouble is, the manual appears to have been written by a Bond villain.

It’s the type of thing at which engineers would annoyingly excel, while the rest of us infuriatingly fail. And yet it’s both fun and addictive.

As a corporate e-learning geek, I’m also impressed by the game’s rendition of the room. It underscores for me the potential of using virtual reality to simulate the office environment – which is typically dismissed as an unsuitable subject for this medium.

5. Battlefield 1

I could have listed any of the latest games released for Xbox or PlayStation, but as a history buff I’m drawn to Battlefield 1.

It’s brilliant. The graphics, the sounds, the historical context, the immersive realism, are nothing short of astonishing. We’ve come a long way since Activision’s Tennis.

Activision's Tennis video game on a vintage TV featuring two blocky players on court.

My point here is that the advancement of gaming technology is relentless. While we’ll never have the budget of Microsoft or Sony to build anything as sophisticated as Battlefield 1, it’s important we keep in touch with what’s going on in this space.

Not only can we be inspired by the big end of town and even pick up a few design tips, we need to familiarise ourselves with the world in which our target audience is living.

What other games do you recommend we play… and why?

Pokémon whoa!

When I was a teenager I was addicted to video games. Not stay-awake-for-three-days-and-die-of-starvation kind of addicted, but I would spend every conceivable moment playing.

While I enjoyed car games and classic shoot’em ups, my favourites were the more strategic kinds of games in which you could explore, think, and discover. There was always somewhere else to reach, something fascinating to find, another stratagem to try.

I ended up imposing a ban on myself in order to focus on my studies, and I did not lift a video gaming finger for years afterwards.

Then along came Ingress.

Ingress screenshot

Ingress is a mobile game developed by Niantic (an offshoot of Google). You choose to join one of two factions that are fighting for world supremacy by capturing virtual portals – which are represented by public landmarks in the real world such as statues and fountains.

Ingress is oft described as an augmented reality game, but I disagree. It’s an alternate reality game. And it’s addictive. There’s something about covering a swathe of land in deep green (or blue, if you’re one of them) which elicits that sweet dopamine of achievement.

The plot isn’t real, of course, but that doesn’t matter. The emotion is.

Eventually I had to give up Ingress because I could feel my dubious history with video games flooding back, and I was chewing through my data like a hot knife through butter.

Zubat over Sydney Harbour

It is in this light that I look on with amusement at Niantic’s latest offering: Pokémon Go.

I was vaguely aware of this game since I maintain a general interest in augmented reality. Then one day it exploded. Suddenly everyone was playing it!

I hadn’t planned to play Pokémon Go myself, but given its sheer popularity I felt it would be remiss of me as an e-learning professional to forgo an informed opinion. So I gave it a go.

Frankly, it isn’t my cup of tea. Indeed I find the game a bit childish and pointless. When you catch one Pokémon, you catch another, and then another… ad infinitum. So what?

Still, I can see why others enjoy it. All the key game mechanics are there: it’s intuitive to play; your first Pokémon is easy to catch; you level up quickly; and the Pokédex is an interesting element that taps into the collector’s mentality.

You can also earn ownership of a gym (reminiscent of becoming a mayor in Foursquare) and you can incubate and hatch eggs (reminiscent of the parenting responsibilities for Tamagotchi).

Pokémon Go players congregating undercover by the forecourt of the Sydney Opera House.

Predictably, Pokémon Go has provoked a torrent of criticism from non-players, and I say some of it is warranted. From public nuisances to privacy concerns, the game has also fuelled discourtesy, disrespect, and self harm.

Personally I don’t think that you are stupid just because you play Pokémon Go. However, I do think the game is a vehicle for stupid people to express their stupidity.

I also think the decision to assign churches as gyms was ill advised, though I realise there is a technical reason for this and thankfully some churches are using their lemons to make lemonade.

Pokemon Go screenshot

On the plus side, Pokémon Go gets people walking – that’s unusual for a video game, even a mobile one – and it has single-handedly introduced millions of people around the world to the concept of AR.

And if we needed it, it’s yet another reminder to L&D folks that people love games.

Eye of the tiger

In my previous post, Learning vs Development, I connected Cook-Greuter’s bidirectional view of development to the two sides of the L&D equation: horizontal growth representing the “L” and vertical transformation representing the “D”.

While the former refers to the traditional notion of learning as the acquisition of knowledge and skills, the latter is a more powerful concept. According to Cook-Greuter, “it refers to how we see the world through new eyes, how we change our interpretations of experience and how we transform our views of reality. It describes increases in what we are aware of, or what we can pay attention to, and therefore what we can influence and integrate.”

This reminds me of ecological psychology. When I was studying this subject at university, I found its core concepts such as umwelt abstract and vague. Although I eventually got my head around it well enough to get through, I was never fully satisfied with my depth of understanding.

Then I read The Tiger: A True Story of Vengeance and Survival by John Vaillant.

Now, this book isn’t a high-brow treatise of epistemology, but rather a fascinating story of tiger poaching in the wilds of far-eastern Russia. From this unlikely source I obtained a wonderfully simple explanation of umwelt…

Siberian Tiger

In 1909, an Estonian-born baron-turned-psychologist named Jakob von Uexkull introduced the concept of Umwelt to the world. Uexkull is considered one of the fathers of ethology, which is also known as behavioural ecology. It is a young discipline whose goal is to study behaviour and social organization through a biological lens. “To do so,” wrote Uexkull in “A Stroll through the Worlds of Animals and Men,” “we must first blow, in a fancy, a soap bubble around each creature to represent its own world, filled with the perceptions which it alone knows. When we ourselves then step into one of those bubbles, the familiar is transformed.” Uexkull called this bubble the umwelt, a German word that he applied to a given animal’s subjective or “self-centered” world.

An individual’s umwelt exists side by side with the Umgebung – the term Uexkull used to describe the objective environment, a place that exists in theory but that none of us can truly know given the inherent limitations of our respective umwelten. In addition to being delightful words to say, umwelt and umgebung offer a framework for exploring and describing the experience of other creatures.

In the umgebung of a city sidewalk, for example, a dog owner’s umwelt would differ greatly from her dog’s in that, while she might be keenly aware of a SALE sign in a window, a policeman coming toward her, or a broken bottle in her path, the dog would focus on the gust of cooked meat emanating from a restaurant’s exhaust fan, the urine on a fire hydrant, and the doughnut crumbs next to the broken bottle.

Objectively, these two creatures inhabit the same umgebung, but their individual umwelten give them radically different experiences of it. And yet these parallel universes have many features in common: both dog and mistress must be careful crossing the street, and both will pay close attention to other dogs, if not for the same reasons.

Vaillant then goes on to explain how the success of hunting depends on how well the hunter can step inside the umwelt of his prey and see the world through its eyes.

What’s this got to do with e-learning?

Of course, ecological psychology isn’t new to edtech. Its principles have been applied tovideo games, online forums and the semantic web, for instance.

However while the screen-based umwelt is obviously important in the modern workplace, I’m also interested in the world around us. And this is where I think technology-assisted games have much to offer.

While the pedagogical benefits of games are well documented in terms of motivation and engagement, their potential to complement authentic umwelts is probably under appreciated.

Take airport security for example: consider an augmented reality app designed to train a customs officer to recognise the tell-tale signs of a passenger who is concealing drugs. The officer holds up her device (such as an iPad) to a real checkpoint, over which virtual passengers stream through.

The objective of the officer is to select the passengers whom she suspects of carrying drugs. Each selection prompts an explanation of whether she is right or wrong, and reinforces the reasons why. Combine this with a points system and competition among her colleagues, and she’ll become a mule-busting expert in no time!

Another example context is environmental science: consider a treasure hunt designed to train a biologist to identify the major vegetation types in a forest.

QR codes are placed on indicator species (such as trees and ferns) along a trail, but out of plain sight.

An initial clue is provided – perhaps descriptions and photos of several plants typically found in a rainforest.

The objective of the biologist is to walk along the trail until he reaches the rainforest gully, find the QR code in the vicinity, scan it with his iPhone, and study the new clue which points him to the next vegetation type. The game is not complete until he finds all the codes and hence familiarises himself with all the vegetation.

In neither of the cases above was the learner’s workplace simulated on screen. The setting was real.

The corollary, then, is that when a person’s performance on the job is highly dependent on their umwelt, a technology-assisted game can help them acquire the “eye of the tiger” in that context.

Why Gowalla should merge with Foursquare

Man… I was percolating a blog post that predicted Gowalla would merge with Foursquare, when Ben Parr chimes in with this:

Gowalla Turns the Tables, Integrates With Foursquare

It’s the quick and the dead on the interwebs!

Why would I suggest Gowalla merge with Foursquare?

Facebook Places.

I don’t have an MBA, nor do I pretend to have expertise or inside knowledge on geolocation business models, but consider it on a mathematical level:

As of 7 July 10, Foursquare has just over 1.9 Million users, while Gowalla has around 340,000.

Compare that to Facebook which has over 500 million users.

Gowalla, Foursquare and Facebook icons

The minnows have to do something drastic to survive.

Why bother trying?

Well, 2 million users is a lot of customers in anyone’s language. And it’s growing by the tens of thousands daily.

A part of me also respects brands that are clever or brave enough to be first to market, not to mention my disdain for those who profit by ripping off other people’s ideas. I’m sure I’m not alone on this.

But more importantly, I think Gowalla and Foursquare trump Facebook in one key area: they are specialist geolocation platforms.

Yes, millions of Facebook users will happily use Facebook Places while they list their favourite movies and play Farmville. However, some people aren’t on Facebook and don’t care for its broader social networking offering. Then there are others, like me, who remain on Facebook under sufferance and much rather use Foursquare for checking in to places and keeping track of my mates.

Opportunity knocks

Gowalla and Foursquare’s competitive edge could have a bearing on e-learning, particularly in the workplace.

I can’t see employers forcing their people to create Facebook accounts, even if it is for lofty learning and development purposes. If anything, the opposite is true.

Rightly or wrongly, something philosophically simpler like Foursquare might be an easier sell.

My point is: corporate geolocation training games ain’t gonna be played on Facebook Places. Gowalla and Foursquare have an opportunity to fill the void.

Corporate accounts, anyone?