Gamesimtraining

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Games and Simula-ons for Training in Libraries Sco6 Nicholson Syracuse University School of Informa-on Studies

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Transcript of Gamesimtraining

Page 1: Gamesimtraining

Games  and  Simula-ons    for  Training  in  Libraries  

Sco6  Nicholson  Syracuse  University  School  of  

Informa-on  Studies  

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Overview  of  Morning  

•  Introduc-ons  •  Overview  of  games  and  simula-ons  for  training  

•  Play  “Idea  Farm”  simula-on  •  Debrief  (and  discuss  debriefing)  •  Discussion  of  how  I  made  “Idea  Farm”  

•  Working  lunch  in  groups  

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Overview  of  AMernoon  

•  Develop  and  pitch  first  ideas  for  games  •  Develop  deeper  ideas  for  games  

•  Present  ideas  to  group  •  Wrapup  discussion  

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Introduc-ons  Icebreaker  

•  Everyone  find  something  you  have  that  is  important  to  you  – Nothing  with  your  name  or  picture  

•  (note:  you  will  be  sharing  why  it  is  important  to  you)  

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Rules  for  Icebreaker  

•  Select  an  item  from  the  middle  •  Deliver  the  item  to  the  “owner”  and  explain  why  you  are  making  that  decision  –  “Owner”  should  comment  on  the  reasoning  and  how  it  applies  (or  doesn’t)  to  his/her  life.  

•  If  wrong,  that  person  will  deliver  it  to  the  correct  “owner”  and  explain  why.  

•  AMer  three  a6empts,  the  real  owner  claims  the  item,  introduces  him/herself,  and  explains  the  item.  –  That  person  then  selects  the  next  item.  

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Overview  of  Training  Ac-vi-es  

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Why  use  these  things?  

•  Different  terms,  same  concept:  – Games  – Simula-ons  

– Experien-al  Learning  

•  Engagement  and  mo-va-on  

•  Safe  space  to  fail  •  Situated  Cogni-on  

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Seven  Laws  of  Learning  (Thiagi,  p.3)  

•  Reinforcement  •  Emo-onal  Learning  

•  Ac-ve  Learning  •  Prac-ce  and  Feedback  •  Previous  Experience  •  Individual  Differences  •  Relevance  

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Scenarios  for  Training  Ac-vi-es  Related  to  Materials    

•  A6endees  need  to  engage  with  specific  materials  (pedagogy)  

•  A6endees  need  to  learn  concepts  through  experiences    (forma-ve)  

•  A6endees  need  to  demonstrate  mastery  (summa-ve)  

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Thiagi’s  Book  

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Idea  Farm  

•  Goal:  Make  the  most  money  •  Businesses  making  Doodads  •  Available  posi-ons:  –  Driver:  Collect  blocks  from  Bins  and  deliver  to  Loader  –  Loader  (1):  Accept  blocks  and  deliver  to  Assemblers  –  Assembler  (2):  Create  Doodads  from  blocks  –  Loader  (again):  Deliver  Doodads  to  Store  

•  One  minute  to  plan,  one  minute  to  run  •  Warning:  Health  and  Safety  Inspec-ons!  

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Debriefing  

•  How  do  you  feel?  •  What  happened?  

•  What  did  you  learn?  

•  How  does  this  relate  to  the  real  world?  •  What  if?  

•  What  next?  

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Developing  Idea  Farm  

•  Select  key  points  and  develop  learning  outcomes  –  Innova-on  is  inven-on  plus  introduc-on  –  Produc-on  oriented  economy  is  producing  more  of  the  same.  Innova-on  is  not  acceptable  here.    Culture  and  innova-on  are  linked.  

–  The  needs  to  be  intermediaries  between  science  and  business.    Policy  makers  can  develop  these  infrastructures.  

–  Science  and  business  need  to  be  independent,  new  discoveries  are  not  always  new  products.    

–  There  is  a  need  for  intermedia-ng  ins-tu-ons  that  successfully  align  individual  self  interest  with  the  broader  objec-ve  of  bringing  a  new  technology  to  market.    

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Learning  outcomes  

•  Par-cipants  will  be6er  understand  the  roles  of  business,  science,  and  government  in  innova-on  

•  Par-cipants  will  experience  the  limita-ons  of  innova-on  in  a  produc-on-­‐based  economy  

•  Par-cipants  will  explore  different  forms  of  engagement  between  science  and  business  

•  Par-cipants  will  develop  models  of  how  government  can  aid  innova-on  

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Considering  the  Templates  

•  Framegame  or  Simula-on?  – Extrinsic  vs.  Intrinsic  integra-on  of  content    

•  High-­‐fidelity  vs.  Low-­‐fidelity  simula-ons  •  Reflec-ve  Teamwork  Ac-vity  – Groups  with  roles  – Repeated  ac-vity  with  changes  and  improvement  – Reflec-on  upon  changing  situa-on  – Groups:  Not  everyone  has  to  do  everything  – Reflec-on/Debrief:  Par-cipants  learn  from  each  other  

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Considering  the  Roles  

•  Companies  –  star-ng  point  •  Inventors  –  came  out  during  game  

•  Government  –  facilitator  (considered..)  

•  Keep  par-cipants  engaged!  – Simulate  or  facilitate  boring  roles  

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Three  aspects  (Jenkins)  

•  Focus  on  one,  use  the  other  two  to  support:  

• Goals  –  what  is  the  transforma-on?  •  Roles  –  who  are  the  players  becoming?  • Means  –  what  tools  to  the  players  use?  

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Biggest  Challenge  

•  KEEP  IT  SIMPLE!  •  Focus  on  outcomes  

•  Remove  complexity  

•  Focus  on  rules  =  focus  away  from  learning  

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Over  Lunch  

•  Look  over  your  materials  •  Work  through  the  work  sheet  

•  Goals  by  the  end  of  lunch  – Review  materials  – Determine  point  of  training  ac-vity  

– Select  key  points  and  determine  learning  outcomes  

– Extrinsic  or  Intrinsic