Serious games and immersive learning simulations have become a very hot topic in training
and education.
Serious games have the potential to significantly improve training and education
activities and initiatives. You only have to observe an ‘average
gamer’ at play to see that the computer & videogame
industry has more or less mastered the art of using computer technology
to not only captivate it’s audience but to also persuade
it to spend approximately £10bn a year to use it.
If we compare a typical entertainment games technology-based
experience with a typical learning technology-based experience
the contrast is glaringly obvious. When was the last time you
had to drag a learner from their PC at 11 o’clock at night
whilst they pleaded; “Please…just another hour…I
really want to finish this level”?
Entertainment games are demonstrably ‘engaging’.
In comparison when the training industry uses the word ‘engaging’,
there is an all too obvious incongruity.
The motivational virtues of videogames are what initially entice
training and development professionals to look to games-based
approaches but there is a lot more to serious games than simply using fun
as a means to engage learners.
Simulations
and role playing are two key genres of entertainment-orientated
games that many people deem to be particularly appropriate for
adoption as training tools.
A simulated environment (e.g. the user support desk), a simulated
system (e.g. a production line) or a realistically recreated role
play scenario (e.g. a sales meeting) can allow learners to experience
something that is too costly, too risky or even physically impossible
to achieve in the real world. You would not let your new management
trainees run your business but you would like them to fully understand
every facet of your business as early as possible. Serious games and immersive learning simulations can help
you achieve this.
Repeatability is also a key strength of a game or simualtion-based approach. Learners can play
out a particular strategy or adopt a certain approach. If he/she
fails or does not quite deliver the desired outcome, then they
can try again with a modified approach. ‘Learning by doing’
and ‘experiential learning’ are possibly overused
terms but in this case it is very pertinent to building a deep
understanding of scenarios, concepts, processes, environments
and systems.

'Experience’
is a key word when people discuss using games-based learning. Games
engage people psychologically - they can be very emotional experiences
- and they also engage people physiologically. What is going on
beyond the peripheries of the TV screen or computer monitor ceases
to register to the user. Their heart rate increases, the hair on
the back of the neck stands up and they may well end up laughing
out loud at (or furiously cursing at) a virtual character who is
actually nothing more than a collection of pixels and programming
code.
Games
are very good at using drama, storyline, humour and characters
to create a compelling experience which, from a training point
of view, develops memory hooks and means that learners not only
remember what happened but also why it happened. If undertaken
appropriately, games and simulations are the vehicle for embedding new knowledge
and/or skills that can then be immediately applied in the workplace.
If you strip away all the techno-wizardry games are essentially
highly experiential software applications which foster deep levels
of cognitive activity e.g. higher-level thinking skills such as
conflict resolution or negotiation.
Games
are nothing more than a vividly recreated environment and/or system
in which the user has to solve a problem or series of problems.
Solving that problem, be it ‘how to kill 100 aliens as fast
as possible without dying yourself’ or ‘how to settle
a contractual dispute with a fictional client’, is what
derives satisfaction on the learner’s part. If a serious game application
enables the learner to solve that same problem for real (e.g.
make a client and their own employer happy) then doubtless the
learner’s employer will also derive satisfaction!
The ability to assess, for example, what strategies a learner
adopted, how well he/she analysed and made sense of information
and how well he/she explained and justified their decisions and
how well they understand how their decision affected a specific
outcome are what tells the trainer much about that person’s
knowledge, competency, problem-solving skills and even their personality.
Seriopus game and immersive learning simulation applications track all of this data in often staggering levels
of detail and, if they are designed properly, provide this data
to those that need to see it in an appropriate manner.
Serious game-based
learning isn’t, however, about using simplistic ‘Pong’
or ‘Who wants to be a millionaire?’ as a means to
teach people raw facts. That was the approach that edutainment
took and which by and large failed for all except, perhaps, primary
school children.
Serious games and immersive learnign simulations can be made to realistically represent a complex environment,
system or process that is intrinsically relevant to the learner
because it is what they recognise as being relevant to their vocation
or career aspirations. That might be achieved by allowing them
to explore a virtual oil rig for health & safety training
(modelling a physical environment) or allowing them to run a virtual
business (modelling a set of interrelated business activities,
objectives and processes).