Glogging My Virtual Experiences

If you've been reading this blog since its early days, you know I'm a big supporter of the use of virtual worlds and 3D immersive spaces. Although I realize these technologies are not yet mainstream or even well accepted or understood, my experience with them has been tremendously positive. They have quite simply changed my life and career forever. Through using virtual worlds, I've learned skills with computer programs and found information about places and ideas I would have never picked up anywhere else. I've also developed better presentation and delivery skills through interactions in these environments. And most importantly, I've met people I never would have met without entering these spaces. It's been an incredible journey that isn't over yet.

Because of my involvement in all this, I became aware of and decided to participate in 3D Game Lab – a summer class focusing on learning how to use gaming techniques and frameworks to supplement or enhance learning. And this experience has led me to even more information and skills and techniques to help me further develop my career. The class finishes up this weekend. But as with virtual worlds, this experience is not over yet either. All of us who participated can choose to continue on creating our own classes using their software. And after September 1st, we can invite up to 60 people or students to participate in our class. My plan is to start with building a class that will teach drainage, and it will be offered online for free. After the beta period, they are opening up the software for anyone to use to build classes – right now it appears that if classes will be offered for free, the use of the software will be free. I'm hoping to be able to continue creating classes for citizens and for other professionals. When I get closer to launching, I will blog more about the experience.

In the meantime, I'm embedding below a visual summary of my virtual experiences – creating this was one of the assignments in our 3D Game Lab class. And it helped me find out about and learn how to use the Glogster site where anyone can create an educational poster. I can see a lot of uses for people in public works who need to create posters for their department.

 

 

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The Gamification of Public Works

Mastermind - Socialiser Gamer Class Symbol from BrainHexMost people my age have been schooled with the "sit and listen" method. But today's teachers are breaking out of that mold by tailoring lesson plans for different learning styles using gaming ideas and platforms. So to better understand this shift in education, I am taking a summer class offered through Boise State that focuses on this new teaching approach. The course is built on 3D GameLab,  "an online, quest-based platform" that can be used to develop training courses. My purpose in taking the class is to develop education-based skills and to understand how best to leverage a game-based approach to learning. And my goal is to use these skills and this knowledge to develop training resources for professionals in public works and for citizens.

So why are educators embracing gaming as a teaching method, and why do I believe this can be leveraged for professional training? Game developers have figured out some critical elements of human nature. They are leveraging the fact that we can be motivated with the right environment and incentives to complete a set of assigned tasks. And this motivation can be so great that for some it borders on addiction. Imagine how many employers would be interested in learning this secret, particularly because the exchange of money is in the reverse – players are not expecting money to play and instead give up their money to game.

I've embedded a video at the end of this post that explores the effect games have had on our lives. Some of the insights shared in this talk discuss the ability of games to drive or elicit emotion in a player. This is accomplished through the game environment, the framework of the game, the story within the game, and the tasks assigned. Done well, all these elements combine to grab the player, pull him into the game, and drive his emotion. And because the purpose is to keep the player coming back, those emotions are not designed to be negative. Instead they are set up to create the most epic, incredible emotions that can be felt.

To successfully gamify training in our field, we need to capture these components along with elements from our industry and apply them to our courses. The environment and tasks that make up our workplace are probably the easiest to translate into this method. However finding our story and weaving it throughout the training session and into each task is more challenging. The same approach and challenges exist for developing civic courses for citizens. And in each, a successful course will be dependent on the ability to bring the player into the game, encourage them to accept and become a part of the story, and develop the confidence, skills, and engagement necessary to achieve epic wins in the game and in "real life." And have them return for more.

 

 

(The symbol at the beginning of the post is one of many that can be generated at the BrainHex website. Anyone can visit the site and take a quick test to see what gameplay behaviour they exhibit.)

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A Critical Lesson from the Gaming World

World of Warcraft ScreenshotThe momentum for using games in a workplace environment seems to be building. The topic is showing up in conference programs, blogs, forums, and now in a TEDTalk. People are realizing what the game industry figured out long ago – it’s possible to create something that consistently encourages and trains people to perform specific tasks for hours upon hours. And they are asking, how can we transfer this to the work environment? Others, like Jane McGonigal in her TEDTalk, are asking, how can we leverage this to make our world a better place? (You can watch her video embedded at the bottom of this post.)

A Teenager’s View
This is a particularly interesting topic for me because of a few reasons. First, everyone in my family is a heavy to moderate gamer, and second, I see many ways gaming could be used to train and educate government staff, elected officials, and citizens and enhance workplace performance. So we watched Ms. McGonigal’s TedTalk as a family (I know – a total geekfest). Afterwards we discussed her comments. I was particularly interested in my 16-year-old son’s thoughts. He fits the demographic of which she spoke.

His belief was that a game designed to educate or “do good” would not be as attractive as “regular games.” He thought no one would play a game that made the education or public service component too obvious. My husband and I agreed that for it to work well, the game would have to do a good job balancing game elements found in popular games with the underlying purpose. He did echo McGonigal’s comment that he didn’t feel he could do much to change the real world, and that is why he thought most people would not play a game to purposely make the world a better place.

The Critical Lesson
But from our discussion also came one more significant reason we feel people play games. And it’s a reason I have not yet heard mentioned. We feel it is because the game is impartial in its distribution of rewards. And this we feel is a vital if unrecognized component.

Many of us have at least one experience in life where we gave it our all, tried very hard, and accomplished something outstanding that everyone agreed met the requirements for a specific reward – maybe it was an “A” on a paper, or a school award, or a placement on a board or committee. But we never got that reward. And why is that? Usually it was because a teacher didn’t like us, or we weren’t the most popular person in the group, or we didn’t fit into the right crowd. Whatever it is, we have learned that rewards in the real world are not impartially or fairly handed out.

But the computer is always impartial and fair – if an Orc in Orgrimmar gives you a quest with the promise of earning a new shiny sword, he gives you that sword when you complete the assignment. He doesn’t decide not to give it to you cause he heard you hang out with Night Elves or you don’t belong to the right guild.

So perhaps this is another critical lesson from the gaming world, you can motivate people to invest time and money and effort if you are fair and impartial in the distribution of the promised rewards.

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