Showing posts with label simulations. Show all posts
Showing posts with label simulations. Show all posts

Friday, March 26, 2010

Interview with John Bittleston: Wiglington and Wenks

Welcome to an interview with John Bittleston, originator of the Wiglington and Wenks series of e-learning simulations, games, and interactive media for young learners. He has helped establish virtual mentoring programs for young learners as well.

1. What is your name and your affiliation?
John Bittleston (Lord Bittleston of Newnham - a very old British Manorial title).
A British Citizen, half American, living in Singapore. I am also Chairman of the Board of Wiglington and Wenks Worldwide Pte Ltd, children’s entertainment and learning project. http://www.wiglingtonandwenks.com/ Founder Mentor of Terrific Mentors Pte Ltd, an online and face-to-face personal and corporate mentoring business. http://www.terrificmentors.com/

I am a business man of seventy-seven who spent sixteen years in advertising and nearly twenty-five years in the food industry, part of it building a food and herbal remedies business based in Singapore but with operations in eighteen locations around the Pacific. When I sold this business, almost twenty years ago, I wrote four children’s books The Travels of Wiglington and Wenks. These were turned into a play, an exhibition, a schools program on creativity, a board game, an early computer game and a five minute animated video shown at Cannes MIPCOM.

2. What is your connection to e-learning?
My children’s project has been a mixture of entertainment and education. The books were conceived at a time when geography was being removed from the syllabus of most schools but children were travelling more than ever. They often could not identify on a world map the places they had come from or gone to. It worried me that even some of the young in the American half of my family in Minnesota could not point to Singapore - even though I was living here.


As Napoleon said ‘Geography reflects History’. I decided to make geography and cross-cultural understanding the basis of the children’s books. As the internet has developed over the last twenty years the opportunities for making education entertaining have expanded beyond anything we could have hoped for, hence the Carto’s Maps online hidden object games and The Travels of Wiglington and Wenks Virtual World.






As a consequence of my books I was asked by the Singapore Government to get involved in developing the Gifted Education Programme, part of Singapore’s Creative Arts Programme. In particular I was asked to become a Mentor to young writers who were showing promise. Children everywhere are creative but in the past sometimes the demands of knowledge as proof of their education have outweighed the value attributed to creative output. The consequence of this is top level discipline at the expense of inventiveness and creativity.


For its survival Singapore - and the whole world - now needs high level thought and ingenuity if the human species is to survive in anything like its present form. From my mentoring young writers I became interested in mentoring older people and started Terrific Mentors, an online and face to face mentoring business with programmes covering career, personal, business and social problems. This became very popular and the people involved came from all over the world, a significant number from the United States. With over 4,000 personal Mentees, aged six to ninety-two, and many company Mentees the business has grown and is growing fast.


3. What s your philosophy of learning through virtual worlds and / or simulation?
All learning should be fun. We do best in life what we enjoy doing. There is certain basic information we need to be given in childhood, some standards that we need explaining to us so that we understand the community’s advantage of our abiding by them. But information is now readily available and we can see the standards of others on the internet.



What the young are not learning, and what previous generations have failed to learn, is the wisdom to use the information and technology we now have and will shortly have on a vastly greater scale. The evidence for this is all around us. In the 21st Century we are still fighting wars. The gap between the rich and the poor has doubled in my lifetime, a period when democracy has been widely accepted and practiced as the fairest of the available political systems. We have turned sex into a heinous crime while allowing truth to be routinely ignored, indeed even discouraged. Business, especially in the financial area, is more corrupt than ever.



Mankind is a mixture of good and bad. Proselytizing good has not had a record of unqualified success because it has involved telling people what to do. Mankind only does what is right when men and women have worked out for themselves what is right and concluded that following the path of right is sensible.


4. How do you see gaming / simulation / virtual worlds working with mobile learning?
We all grew up believing that, apart from life itself, choice was our greatest gift. We could choose right from wrong. Countless millions have struggled to follow their consciences while a relatively small number have been allowed to take advantage of them for personal material, social and political gain. This is not a Socialist view, it is a sound social view.



The fastest way to improve choice for those for whom it is still too limited is for them to know each other, to talk to each other, to learn about each other’s cultures, to enjoy each others’ company. Every time I see a children’s party on The Travels of Wiglington and Wenks Virtual World I rejoice at the mixture of cultures, at the visible exchanges of childish but profound wisdom, at the making of the real global village we all live in.





5. How can virtual worlds help develop viable learning communities?
Virtual worlds are nothing new. All religions from the dawn of time have relied on a concept of virtual world, without the benefit of the internet, to promote their beliefs, confident that doing so will improve the world and the behaviour of the people in it. As I have already said the lessons mankind has to learn are lessons of wisdom.



Who has this wisdom?
Happily, each of us has some wisdom regardless of our intellect and despite our level of education. Some of the wisest people I have known have been peasants or people in jobs that lacked the influence of the celebrated and the politically or commercially dominant. The internet is a chance to root out the dangerous businesses and the personality destroying greed and learn about a more balanced lifestyle.


We talk about it enough. Let’s start to walk the talk.
John Bittleston

Tuesday, May 05, 2009

Interview with Bridget Clementi, BlueKids.org: Innovators in E-Learning Series

Game-based e-learning for students in grades 4 through 8 is an effective way to teach health education. Wisconsin-based BlueKids.org is both popular and effective, and provides courses in injury prevention, wellness, self-esteem, drug education, and more. Welcome to an interview with Bridget Clementi, executive director of Children's Health Education Center.

What is your name and your experience with e-learning?
Bridget Clementi is executive director of Children’s Health Education Center. Bridget joined CHEC in 2000 to work with the organizations’ injury prevention team. During her tenure, she established prevention programs and expanded the center’s injury prevention programming throughout Wisconsin. In 2008, she was promoted to executive director. She is a graduate of the University of Wisconsin-Whitewater and holds a degree in communication and public relations.

What is BlueKids.org? Please describe how it started and why?
BlueKids.org e-learning programs are innovative, online, game-based learning courses that deliver effective health and wellness topics to students in grades 4 through 8. With computers becoming more commonplace in the classroom, and children growing up more comfortable than ever with technology, educators have had to adjust their teaching methodology accordingly. Studies have shown that hands-on learning leads to greater retention than traditional textbook lessons. Engaging, interactive learning also allows students to develop the necessary critical thinking skills needed to make the right life choices as they get older and are faced with more complex decisions.

Children’s Health Education Center, a member of the renowned Children’s Hospital and Health System, created its Bluekids.org e-learning programs as an interactive way to educate kids on a variety of health and societal topics. These e-learning programs use web-based games and activities that allow children to become more involved in the learning process, enabling them to better retain the information discussed in each lesson.



All BlueKids.org programs are supported by Moodle, a learning management system that provides teachers the ability to track students’ progress and collect pre-test and post-test data.

What is the mission of BlueKids.org?
CHEC is the lead organization behind BlueKids.org. It is the mission of CHEC to develop and deliver engaging, interactive health education programs that help keep kids healthy and safe. CHEC accomplishes this mission by offering on-site field trips, outreach and e-learning programs.

Please describe the top three courses.
CHEC has been offering innovative online, game-based learning programs under the trade name of BlueKids.org for the past four years. It’s Up 2U and Drug Defense: Get UR Facts are designed for middle school age children, and teach the important topic of alcohol and other drug use and abuse prevention. The Real U, for middle school age children, helps develop positive mental and emotional health attributes. BullyFree Basics, for upper elementary children, teaches the basics of bullying, including both prevention and intervention techniques for bullying and related violence.

These online courses utilize design elements conducive to game based learning by implementing strong narrative context and attending to the theories proven to enhance overall learning. This advanced level game based curriculum requires higher order thinking, analyzing and synthesizing skills based on Bloom’s Taxonomy. The content has been reviewed by professional medical and teaching staff and is designed to capitalize on the attention given to intrinsic and extrinsic motivation.

Why do people like BlueKids.org?
BlueKids.org e-learning programs are easy for teachers to implement and the kids are happy to learn this way, so it’s a win-win situation for everyone. Using advanced game based technology and applications, the programs are developed in a way that engages the students, provides for problem solving and thinking on behalf of the students, and builds motivation from within the student.

99% of the teachers have a positive view of the online courses and would recommend to another teacher.

90% of the students like the online course format.




Are there a few things you're planning to change?
We continue to look for new ways to engage the learners and improve the outcomes of the courses – knowledge, attitude and behavioral intent. Specifically, this summer, we will build in more skills-based approaches to learning in an obesity prevention program series that will launch in the fall. The series will have programs available to school districts with students in kindergarten to grade 8.

What types of techniques are you using in your e-learning to encourage interaction and collaboration?
Participating students spend approximately six sessions in the computer lab followed by six classroom discussions with the teacher using this blended approach to learning. During the classroom time, students interact with each other and the teacher to bring the online lessons into their own context of classroom, school, home and community. The greatest value comes from the interaction between the teacher and the students, and the ability for the students to have dialogue and discussion around these “social” topics. This allows them to share stories and gain ideas for dealing with the issues. The teacher is guided by a comprehensive teacher’s guide that contains stem questions, objectives and all activities.

Are you using social networking in any way?
At this time we are not using social networking sites.
We have a grant proposal in process with the Robert Wood Johnson Foundation, where students will be divided so that half of the class will be in groups using the blended approach and the other half in groups facilitated asynchronously. The asynchronous facilitation will be conducted by a highly trained group of high school students called the Teen Health Crew. These students will be trained in asynchronous discussions, web etiquette and protocol, and will be supervised by adult professionals.

Do you have to be careful with privacy (health & kids)?
As administrators of the program, we do not assign individual logins and passwords to students. Each teacher we work with provides us with the number of logins/passwords that they need and we provide them with a generic list that they match to their classroom students. This way, we have no knowledge of the individual students’ names or any personal information. In addition, for any evaluations that we conduct, we need to go through an internal review board through Children’s Hospital and Health System to ensure quality and validity of the study.



How can BlueKids.org help develop human potential?
BlueKids.org e-learning programs are devoted to developing human potential. For example, ATOD (Alcohol, Tobacco, and Other Drug) abuse is a universal problem that this research will assist in mitigating through self care education to change knowledge and behavioral intent. The data for depression and suicide attempts is no better, and the prevention of bullying through our BullyFree Basics online program is a beginning in the quest to stem violence of all types. The evidence is extremely strong, or you might say overwhelming, that kids that are depressed, using ATOD or are afraid do not learn well…thus destroying the opportunity to excel.

For more information, visit www.HealthyKidsLearnMore.com or www.BlueKids.org.

Thursday, March 19, 2009

Interview with Patrick Mileham, NexLearn - Innovators in E-Learning Series

Virtual worlds, simulations, and games are used in training and education in ever-expanding applications which seek to create learning experiences. Welcome to an interview with Patrick Mileham,director of editorial development for NexLearn (http://www.nexlearn.com).

What is your name, your position, and your affiliation and what is your involvement in NexLearn?

Patrick Mileham
Director of Editorial Development for NexLearn
I work closely with our partners to develop relevant, instructionally sound training experiences.

What is NexLearn and what is its mission and vision?

www.nexlearn.com

NexLearn is a custom e-Learning developer with expertise in creating immersive learning simulations. In fact, the core group that started NexLearn developed some of the first business-related e-Learning courses to include branching social simulations. Most of the company’s team members have been involved in the development of e-Learning tools or courseware for more than 15 years. We definitely excel in industry experience and knowledge.

The company’s mission evolved from its vision statement: “To advance excellence in learning technologies by combining people, technology and great ideas.” Once we decided where we wanted to go as a company, we outlined the best and most effective way to get there. By leveraging our creativity, experience and innovative development philosophy, we knew we could build strong customer relationships that would allow us to lead the technology-based education industry.

What new products and services do you have?

In 2006, NexLearn introduced SimWriter, a simulation authoring tool that gives anyone—including instructional designers, subject matter experts, trainers, managers and human resources personnel—the opportunity to develop custom, media-rich immersive learning simulations based on their company’s own content, processes and procedures. And since the tool features pull-down menus and pick-and-click functionality, SimWriter users can focus on creating engaging and instructional storylines instead of computer code. SimWriter’s ease-of-use translates into a savings of many hours of development time, effort and money.

Just last month (February 2009), we released SimWriter 3.5, the latest version of the authoring tool that includes more than 30 new enhancements. We believe it is the most robust and flexible rapid development immersive learning simulation authoring tool available today. And the feedback we’ve been receiving from SimWriter users—including experienced developers and people who are just starting to develop courses—proves that the popularity of immersive learning simulations continues to grow.

In addition, NexLearn provides a full range of custom courseware development services. We can do everything from Knowledge Engineering to Video and Audio Production in our onsite studios. We have over 1200 immersive learning projects completed in the last 14 years, including some projects as long as 183 hours of instruction and as short as 30 minutes.

What do you identify as the key new trends that have made NexLearn beneficial to people?

Well, with the current state of the economy, we’re seeing more companies putting greater emphasis on training...including those that have downsized their workforce. It’s critical for corporate leaders to realize that training isn’t a luxury that’s only valuable when business is good. Employee training and development is an investment that is critical to the success of their business—especially when they’re asking more from fewer employees. Companies are searching for help to train and cross-train their employees effectively and efficiently.

Business leaders and CLOs are attracted to NexLearn for a couple reasons. First, we offer SimWriter. Again, the benefit here is that the tool offers developers the capability to create customized, complex branching social simulations in a quarter of the time and at a fraction of the cost it normally takes to create the same project using other development methods and tools.

And second, we’ve developed a unique and beneficial three-tier process for helping our partners succeed.

For clients that have limited or no development resources to create their own training courses, NexLearn experts can create and maintain projects for them—from the spark of an idea during the initial brainstorming session, to instructional design, graphic design and media development, to the annual updates to ensure the course content is current. NexLearn is a full-service developer.

The second option for NexLearn clients is a “we create, you maintain” plan. In this scenario, NexLearn develops the program but the client makes any updates to the course. This option would have been almost unthinkable just a few years ago, but with the availability of SimWriter, companies now have a tool that gives them more control over the development process. By doing more of the work, companies can save more money.

Finally, companies that purchase SimWriter can take advantage of the “you create and maintain” option plan. Many organizations have qualified internal resources to be able to create their own training programs, we’re now giving them the ultimate rapid development tool they need to create high-quality, media-rich courses.

How does NexLearn work? Can you provide one or two examples?

As I mentioned earlier, NexLearn and SimWriter are a powerful combination that provide multiple options for companies interested in creating customized training that is engaging, interactive, and very effective. We believe that simulation learning is the best approach to training today. By creating life-like scenarios, learners can experience real-world processes, procedures and decision-making opportunities in a safe learning environment. In the real world, failure is not an option. In a simulated world, it’s a learning experience.



This is an example of a customer service simulation created using avatars.


This is an example of a sales simulation created using video to allow learners to evaluate both verbal and physical cues to respond appropriately.


This example shows the unique SimWriter interface that allows users to view both the simulation map and the corresponding text and media components simultaneously.

Please describe upcoming activities.

Chief Learning Officer Summit 2009
Sawgrass Golf Resort & Spa, Ponte Vedra, FL
April 1 – April 3

ASTD 2009 International Conference and Exposition
Washington DC Convention Center
June 1 – June 3

Optional question: How can NexLearn help develop human capital and resources? How can it contribute to a global economic recovery?

The challenges of a waning economy, such as hiring freezes or layoffs—coupled with the fact that millions of baby boomers are preparing to retire—are forcing business leaders to maximize their human capital. To accomplish this feat, organizations must invest in the skills of their employees like never before. From soft skills like communication, negotiation, and leadership to more technical skills like equipment operation and even industry-specific compliance training, it’s critical to the success of every business that employees are well trained. We work closely with our partners to identify and develop the educational and training experiences employees need to do their jobs better, faster, and more effectively.

Perhaps the worst thing a business leader can do right now is to pull the plug on employee training. By drastically reducing training opportunities, workforce skills will become stagnant and companies will lose their competitive edge. On the global stage, NexLearn and SimWriter contribute to the world economy by helping organizations develop custom training, which allows them to fill job vacancies that require specific expertise.

Sunday, July 27, 2008

Health Serious Games and Virtual Worlds: New Developments and a Few Favorites

Several new and expanded health-related virtual worlds and serious games are good reminders of ongoing advances in the way that health education, information, and collaborations are being developed and promoted. Virtual worlds are extremely effective where and when collaborations and interactions are key to obtaining information or education. In contrast, serious games are widely employed to train health professionals who need to understand concepts, analyze situations and scenarios, and respond to lifelike simulations.

Knowledge-Building with Information and Health Library Resources
Veteran's Health Administration in Second Life
http://slurl.com/secondlife/depo%20business%20hub/166/169/37/
http://www1.va.gov/HEALTH/VHAinSecondLife.asp

The Veterans Health Administration has entered Second Life, the 3-D, online virtual world to provide veterans with another means of accessing important health and benefits information. VHA has leased a virtual three-story, contemporary office building in a professional office park as part of pilot project to extend their outreach efforts.

Health Info Island
Funded by the Greater Midwest Region of the National Network/National Library of Medicine (GMR NN/NLM) through a grant written by Lori Bell, of the Alliance Library System, Illinois, librarians at Healthinfo Island in Second Life explore the provision of consumer health information services in a virtual environment. The island is home to a consumer health library and a medical library, as well as virtual outposts or displays run by the National Library of Medicine's Special Information Services, contractors for the National Institutes of Health (NIH), and our newest building, the Accessibility Center. This center houses another GMR NN/NLM funded projectwith the aim of encouraging awareness of vision, mobility, learning, and other disabilities.

Cigna deploys a Second Life island for health education
With the goal of making healthcare education engaging and accessible, Cigna Healthcare has created a virtual environment in the Second Life virtual world to educate people on how to improve their health.


The Cigna Virtual Healthcare Community is an “island” in Linden Lab’s Second Life world where users can walk through 3-D interactive displays with their avatars, play educational games, listen to seminars on nutrition and health, and receive virtual health consultations.The pilot will offer virtual seminars, interactive displays and educational games that encourage preventative care, improvements in healthcare behavior, as well as help to sustain these changes.



The pilot, which will be conducted in the United States and the United Kingdom, is designed to encourage healthcare dialogue among users, healthcare providers and peers says Peter Mills, chief medical officer, Cigna Vielife Division. Mills emphasized that the program is "not replacing anything, but that people might find it a more preferable medium to engage in conversations about healthcare."


Health Care Serious Games

Pulse!! Virtual Clinical Learning Lab for Health Care Training
http://www.breakawaygames.com/serious-games/solutions/healthcare/pulse.html

Pulse!! is an effective immersive virtual learning space for training health care professionals in clinical skills. Graphics recreate a lifelike, interactive, virtual environment in which civilian and military heath care professionals practice clinical skills in order to better respond to injuries sustained during catastrophic incidents, such as combat or bioterrorism.

Pulse!! ws developed in partnership with Texas A & M University - Corpus Christi and funded from a federal grant from the Department of the Navy's Office of Naval Research.

Free Dive: Pediatric Pain Management http://www.breakawaygames.com/serious-games/solutions/healthcare/free_dive.html

Free Dive is a virtual reality-based, 3D undersea exploration adventure that invites players to swim with sea turtles and tropical fish as they hunt for hidden treasure.

The game was designed to distract children who undergo frequent and often painful medical procedures in conjunction with the medical researchers at University of Maryland Medical Center and the non-profit foundation, Believe in Tomorrow. A study involving Free Dive demonstrated that children better withstand painful medical procedures while engaged with Free Dive.

Escape from Diab
http://www.archimageonline.com/diab.cfm

Escape from Diab is a serious videogame adventure in healthy eating and exercise. The project is a production of Archimage, Inc, in collaboration with the Children’s Nutrition Research Center of Houston’s Baylor College of Medicine. Escape from Diab was funded by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases of the National Institutes of Health.

Infection: Nanoswarm: Invasion from Inner Space
http://www.archimageonline.com/nanoswarm.cfm

Nanoswarm: Invasion from Inner Space is a serious videogame adventure in healthy eating and exercise. Archimage, Inc. collaborated with experts at the Children’s Nutrition Research Center of Houston’s Baylor College of Medicine. The project was funded by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases of the National Institutes of Health.

Sunday, January 20, 2008

New Hires Role-Play as Action Heroes in Serious Game by Enspire

Austin-based Enspire has developed a series of training courses that incorporate alternative realities and serious games for companies requiring training for distributed populations. Enspire's recent serious game / simulation allows new employees to role-play as action heroes as they learn about the company, company policies, and other necessary procedures. While serious games have been used in corporate training, the way that Enspire used game technology in new hire orientation opens a number of new possibilities, and makes one ask fundamental questions about the nature of new hires, and the "boomer to gamer" transfers of knowledge and experience.
Created for Sun Microsystems, the action-hero serious game, or, "new hire portal," was for new hires. The new-hire portal recently won Best Synchronous Learning Course at the E-learning Guild's Demofest in San Jose. Through this portal, employees can participate in social networking, read and write blog entries, and play educational onboarding computer games.

Specifically, Enspire created "Rise of the Shadow Specters," a platform game and "Dawn of the Shadow Specters," an adventure game. Both games teach Sun's core businesses and corporate culture by navigating Ray (the hero) through Sol City.


A demo is available at http://learning.sun.com/sls/staff/display/NEWHIRE/Play . Enspire’s Interactive Content Experience™ (ICE) game engine powered the experience, which was honored at the DevLearn 2007 DemoFest and featured in the Austin Business Journal.

Onboarding is a great place to incorporate serious games and role-playing because it allows people to develop a sense of community. Better than Second Life or There.com because the environment is controlled, content is official.

There are other perhaps unanticipated results of using an action-hero video game for new-hire orientation:

1---Corporate culture. The simulation provides a wonderful opportunity to introduce individuals to the corporate culture.

2--- Developing community of learners. Having a sense of a community is absolutely vital for individuals who can learn from each other and ask questions in an environment that encourages questions, support, and answers.

3--- Instructing one in procedures. Role-playing and practice are effective ways to learn.

4--- Engaging the learner, maintaining interest. Using serious games and simulations is a great way to engage the learners and keep them interested and receptive to learning.

5--- Developing a belief in the corporation that is very positive. Perception is reality, they say, and if employees perceive their employer to be very forward-thinking, caring, and innovative, it helps develop a positive belief about the company and encourages vision and mission coherence.

6--- "Boomer" to "Gamer" Knowledge and Experience Transfer. The challenge of finding ways for employees with distinct learning styles and preferences can be overcome. Specifically, "digital immigrants" of the Baby Boomer generation have an opportunity to share knowledge with the "digital natives" who grew up playing video games.

Opportunities

Managing Expectations: There is always the downside of arousing expectations, and giving the impression that the company is a lot cooler than it really is. This can be a challenge which will need to be managed very carefully, with a great deal of coordination with the Human Resources department.

Assessment Tools: What are the learners really learning? Assessment tools need to correspond with the learning style used in the original training.

Program and Training Effectiveness Evaluation: It is important to have a non-interested independent third party take a look and make sure that learning styles are being accommodated and that ADA accommodation requirements are being met. This would not be expensive, but it is invaluable. A trained instructional designer / program evaluator would be ideal. Adjustments could be made quickly and easily.

Enspire White Papers

In addition to providing custom solutions, Enspire offers white papers on games and simulations used in training. They are available at the blog: http://blog.enspire.com/

The white papers also describe how Enspire's solutions for training and professional development can be best used. The fact that Enspire offers a full suite of services is comforting. It indicates that the individuals understand the real needs of the entity and are focused on learning, rather than simply repurposing game code.

It would be very exciting if Enspire devoted an entire series of pages to assessment via simulation. This is where most serious games and simulations fall short. In courses such as conflict resolution or training, it is important to understand the underlying principles (or, in the case of a new-hire orientation, the corporate policies). The problem with most simulations and serious games is that they do not test in the same manner in which they present the original material, nor do they offer practice tests.

There are huge opportunities for serious games and simulation programmers to show how they are accommodating multiple learning styles, not just in interacting with the interface (and other avatars), but also in assessment. This is most acutely the case when learners must perform in standardized tests (licensing boards and other exams). Enspire is doing groundbreaking work and I am looking forward to more examples of their innovative use of simulation and games for training and e-learning.

Links:

New Hire Portal

http://enspire.com/

Blog Archive