Serious Games for Corporate Learning
Lynda Donovan, Pedagogical Lead, Learnovate Centre
Partnering industry with research
to pioneer learning innovation
www.learnovatecentre.org
To enhance the competitive
advantage of Ireland’s learning
technology industry by
partnering business with world
class academic research
Learnovate Centre - Mission
www.learnovatecentre.org
Trinity College
Dublin
University College
Dublin
Waterford Institute
of Technology
NUI Galway
Academia
23 Industry
partners trading
within Ireland
Industry-Led Collaboration
Industry
www.learnovatecentre.org
Current Industry Partners
www.learnovatecentre.org
Shared Research Agenda
• Augmented Reality
• Intelligent Agents
• Games & Virtual Worlds
• Assessment Methods
• Performance Analytics
• Return on Investment
• Intelligent Content
Delivery
• Location-based
Learning
• Hands-on Learning
• Interoperability
• Social Learning
• Search
• Personalisation
Social &
Informal
Learning
Mobile &
Collaborative
Learning
Metrics &
Assessment
Immersive
Learning
www.learnovatecentre.org
Corporate L&D in Crisis
www.learnovatecentre.org
• Lack of employee engagement
• Growing millennial workforce
 learning pulled not pushed
 just-in-time, just-for-me, just-enough
 social and collaborative
 authentic - learning through experience
www.learnovatecentre.org
Technology Enhanced Learning Serious Games
Point-of-need, personalised learning
Informal/Social/Collaborative
Immersive Learning Environments
Smart Learning Analytics
www.learnovatecentre.org
Research Brief
The pedagogical evidence to support the use
of serious games for corporate learning
Corporate adoption of serious games
The types of corporate learning for which
serious games are being used
Design guidelines for serious games
www.learnovatecentre.org
• Pedagogy
• Research evidence
• Adoption and application
• Barriers to adoption
• Design guidelines for GBL
• Pedagogy
• Research evidence
• Adoption and
application
• Barriers to adoption
• Design guidelines for
GBL
www.learnovatecentre.org
Pedagogy and Research Evidence for GBL
Key attributes of games:
• Fun…Curiosity…Fantasy
• Story/Challenge
• Reward
• Control
• Collaboration
www.learnovatecentre.org
Pedagogy of GBL
Constructivism
Experiential Learning
Cognitive Apprenticeship
Self-Determination Theory
Social Learning Theory
www.learnovatecentre.org
Research Evidence
Meta-Analysis Studies
Industry Research
www.learnovatecentre.org
Meta-Analyses Research Evidence
• Improvements in attitudes and engagement
(Vogel 2006, Ke 2009)
• Cognitive gains compared to other instructional methods
(Vogel 2006, Wouters et al 2013)
• Improvements in higher order learning skills
(Ke 2009, Wouters et al 2013)
• Improved learning outcomes (Sitzmann 2011, Wouters et al 2013)
• Improvements in retention and transfer of learning
(Sitzmann 2011, Wouters et al 2013)
www.learnovatecentre.org
Corporate Adoption and Application
Started with Large Organisations:
• Deloitte
• Cisco
• IBM
• Marriott Hotels
Beginning to trickle down…
www.learnovatecentre.org
Corporate Application of Serious
Games
• Sectors:
Finance, Business, Hospitality, Healthcare
• Business processes:
Recruitment, Training, Marketing/Sales
• Training: Compliance, Procedural, Soft-skills…
• Application across employee lifecycle:
Recruitment, New Hire Orientation, Skills
training, Leadership training…
www.learnovatecentre.org
Deloitte’s Business Simulation Game
Deloitte’s Business Simulation Game
Hilton Garden Inn’s Ultimate Team Play
Hilton Garden Inn’s Ultimate Team Play
IBM’s CityOne
IBM markets products and servicesCisco’s Mind Share
www.learnovatecentre.org
www.learnovatecentre.org
Compliance Training
Interactive Services for a Global Financial Services Organisation
www.learnovatecentre.org
Design Guidelines for Serious Games
• Challenge – instructional goals, narrative
• Control – no dead ends, no back-to-the-start features
• Fantasy – integral relationship with learning content
• Reward – commensurate with level of attainment
• Impact – both affective and cognitive learning domains
www.learnovatecentre.org
Barriers to Corporate Adoption
• Cost
– Medium fidelity game = high-end piece of eLearning
– Client contact hours during design phase
– Layering game engines (Sealund, Unity3D) over LMS to
create new games and introduce game mechanics into
existing content
• Poor game design
– Focus on badges, leaderboards only
– No involvement of instructional designers
• Disruptive innovation
– Learning ≠ Fun
– Integration with legacy learning infrastructures
• Skills shortage
www.learnovatecentre.org
Further Learnovate Centre Research
• Defining appropriate metrics for evaluation of the
impact of GBL on corporate business processes
e.g. training
• Assessment through GBL – coverage of
Corporate, K-12 and Higher Education sectors
Thank you
www.learnovatecentre.org
The report is available at:
www.learnovatecentre.org/research-
report-the-use-of-serious-games-in-the-
corporate-sector
donovanl@scss.tcd.ie
Questions?

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The Use of Serious Games in the Corporate Sector

Editor's Notes

  • #7: Gartner research indicates that only 35% of employees are engaging with the training/learning they are receiving.There is a growing millennial workforce that sees a huge disconnect between the way they interact with information in the real world and in the workplace.Authentic learning through experience and that’s where the games come in
  • #8: Corporate L&D is looking to the eLearning industry to provide them with TEL solutions to address their problems and they in turn are coming to us at Learnovate to provide them with pedagogical advice and technology solutions relating to Serious Games…
  • #9: In terms of serious games the research brief from our industry partners was as follows…
  • #10: We conducted a SoTA report into The Use….covering the ped of serious games, the research evidence for the effectiveness of serious games in learning,…
  • #11: Before we go on to look at the pedagogy and research evidence for GBL, lets consider the key attributes of games and not just computer games but any game – because learning through games is nothing new. Curiosity – cognitive and sensory, control – self determination is a powerful motivator for learning.
  • #12: A key learning theory underpinning GBL is constructivism which views learners as active participants in their learning. All the learning theories below it have their roots in constructivist thinking. Experiential learning where experience leads to understanding and learning. Cognitive apprenticeship which has its roots in situated learning and authentic learning experiences. Self-determination theory – the feelings of competence and control that games elicit in players, SLT – how observation and imitation can change behavioursOther learning theories underpinning gbl their roots in constructivism
  • #13: A meta-analysis combines the results of a number of research studies to identify trends or patterns
  • #17: Cisco’s Mind Share – prepare employees for networking exams
  • #18: Marriott Hotels’ My Marriott Hotel – recruitmentSiemens marketing and salesCoCo sim – customisable game – to teach business processes, manage stock