ment in industrial organizations, andhow people that enter professionalorganizations today are part of agamer generation that have some ormuch experience with on-line games. The argument of the paper was thatgames are not yet mature enough tosupport the industrial training chal-lenge as stand-alone efforts. Rather,games can support the training andcompetence development in a syn-chronized setup with other means,e.g., internal workshops, linking thegame to business decisions, etc.
“The Creation of a Serious Game:Lessons Learned from thePRIME Project”
, by Andersen,Bjørn, Cassina, Jacopo, Duin, Heiko,and Fradinho, Manuel.
TARGET presented two papers to afocused audience of about 50 Euro-peans highly engaged in technology-enhanced learning research, at ETHZurich “Learning and Innovation in Value Added Networks”, the annual workshop of the IFIP Working Group 5.7 on Experimental Interac-tive Learning in Industrial Manage-ment:
“Changing the Way We Learn: Towards Agile Learning and Co-operation”
, by Hansen, PoulKyvsgaard, Fradinho, Manuel, An-dersen, Bjørn, and Lefrere, Paul. This paper addressed the need forlearning and competence develop- This second paper mainly attemptedto advise efforts to design seriousgames based on the experience many TARGET partners gained throughthe PRIME project. As part of thepreparations for the TARGET gamedesign process, a systematic“debriefing” of the PRIME effort was carried out, and the results areextremely useful both to TARGETdevelopers and others setting out tocreate serious games. The lessonslearned covered the full developmentprocess, from analysis of interests of end users to the evaluation of theachievements of the project and thepossible impact of a game in the con-tinuous learning process and consid-ered aspects such as game design,production process and usage issues.
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Other attendees included a represen-tative from sister project ROLE; EUSMEs, chambers of commerce; mul-tinationals (eg, Cisco, Intel). The workshop, part of a summit onthe needs of cities, had these aims:- to establish a global community toidentify the competences needed forcompetitiveness in priority areas (eg,energy, waste).- to discuss community-of-practiceideas for competence development.
A recent outcome of TARGET’sparticipation in the Abu Dhabi work-shop is an invitation to the Alfamicrorepresentative to attend a policy workshop in the US, looking at waysto use analytics and horizon scans toidentify competencies needed for thefuture, and ways to acquire thosecompetencies fast. The workshop will be attended by US governmentofficials, industry leaders and seniormanagers in education and training.
: Awareness of TARGET has spreadrapidly since its start in January,partly because of the many eventsthat TARGET partners have at-tended around the world as part of their commitment to dissemination. The first such event, in January, saw the participation of staff of TAR-GET partners Alfamicro andCyntelix at a US-EU joint workshopin Abu Dhabi.
San Diego, July:
About 1,900 researchers attended aco-located 9-conference event. Thispaper was presented as part of a HCI2009 special session:“
The Coming Revolution in Com- petence Development: Using Seri-ous Games to Improve Cross-Cultural Skills
”, by Andersen,Bjørn, Fradinho, Manuel, Lefrere,Paul, and Niitamo, Veli-Pekka. The paper explored how the SeriousGames approach can be exploited toaid dealing with cross-cultural issuesin project management.Some of the skills required in projectmanagement were reviewed, anddifferent models of cross-culturalanalysis applied to understand how the challenges of managing projectsare increased by cultural issues. The TARGET approach was de-scribed. Attendees discussed how the TARGET serious game can be de-signed to achieve enhanced cross-cultural skills in users.Link:http://www.hcii2009.org/