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TARGET Newsletter 01 July09 Web

TARGET Newsletter 01 July09 Web

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Published by jmoutinho
TARGET Newsletter July 31, 2009. Read some selected news related to latest and upcoming activities and events of the TARGET project. Highlights: Meet the TARGET Team, Spreading global awareness of TARGET, Fast ways to become competent, Papers on TARGET; Anywhere, any time learning; Psychological bases for serious games; and Integration with HRM systems. TARGET (Transformative, Adaptive, Responsive and enGaging EnvironmenT) is a Large-scale Integrating Project partly funded by the European Community under the Seventh Framework Programme: ICT-2007.4.3 Digital Libraries & Technology-Enhanced Learning 2009-2011 (Grant Agreement N° 231717).
TARGET Newsletter July 31, 2009. Read some selected news related to latest and upcoming activities and events of the TARGET project. Highlights: Meet the TARGET Team, Spreading global awareness of TARGET, Fast ways to become competent, Papers on TARGET; Anywhere, any time learning; Psychological bases for serious games; and Integration with HRM systems. TARGET (Transformative, Adaptive, Responsive and enGaging EnvironmenT) is a Large-scale Integrating Project partly funded by the European Community under the Seventh Framework Programme: ICT-2007.4.3 Digital Libraries & Technology-Enhanced Learning 2009-2011 (Grant Agreement N° 231717).

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09/07/2009

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J
ULY
31, 2009E
DITION
2009(1)
Newsletter
 
1
 
Meet 
 
the
 
TARGET
 
team
 
Key
 
Points
 

TARGET is pionee- ring the use of personali- sed serious games to helpusers to learn about  professional skills and insights.

TARGET combines  fast, transformative,adaptive, responsive and engaging ways to master those skills and some- times to improve upon them.

Hit Your Target by  joining the TARGET discussion group, now on LinkedIn ( http://bit.ly/reachyourtarget 
 
 )
Key
 
Contents
 
Fast ways to beco-me competent
2
Papers on TAR-GET
3
 Anywhere, any timelearning 
4
Psychological basesfor serious games
5
Integration withHRM systems
5
 The FP7 logo and the European emblem are owned by the European Community. Their use inthis newsletter reflects the fact that the TARGET consortium receives funding from theEuropean Community. The consortium is solely responsible for the content of this newsletter, which does not represent the opinion of the European Community. The European Community is not responsible for any use that might be made of information contained therein.
 TARGET (Transformative, Adaptive, Responsive and enGaging EnvironmenT) is a Large-scaleIntegrating Project partly funded by the European Community under the Seventh Framework Programme: ICT-2007.4.3 Digital Libraries & Technology-Enhanced Learning 2009-2011 (Grant Agreement N° 231717). This shows the team’s inaugural meeting, at University College London in January.(Photo courtesy of Matthias ZIMMERMANN)
From left to right:
Mick FLANNIGAN (UCL), João PERREIRA (INESC-ID), Daniel GONÇALVES (INESC-ID), Alvaro de OLIVEIRA (Alfamicro), Paul LEFRERE (Alfamicro), Antti KORHANEN(Nokia), Tuija HEIKURA (HSE), Veli-Pekka NIITAMO (Nokia), Leif M. HOKSTAD(NTNU), Walter WÖLFEL (Siemens), Matthias ZIMMERMANN (Siemens), EkaterinaPRASOLOVA-FØRLAND (NTNU), Niklas RAVAJA (HSE), Asbjørn ROLSTADÅS (Sintef),Lars ONSØYEN (Sintef), Ioana HULPU
Ş
(Cyntelix), Rui PRADA (INESC-ID), Ana PAIVA(INESC-ID), Bjørn ANDERSEN (Sintef), Dietrich ALBERT (TUG-KMI), IngridSPJELKAVIK (Sintef), Georg ÖTTL (TUG-KMI), Christian WILK (Project Officer, EU),Marco RAPINO (HSE), Stephanie LINEK (TUG-KMI), Fabrizio GIORGINI (Giunti), WilliamSEAGER (UCL), Manuel FRADINHO (Cyntelix), Christian RENAUD (Advisory Board,Cisco), Poul HANSEN (Advisory Board, Aalborg University). Inset: Angela SASSE (UCL)
 
PAGE 2 N
EWSLETTER
1
London, March
:Uniquely, TARGET offers users fast,transformative, adaptive, responsiveand engaging ways to
learn about,
to
master 
and sometimes
improve upon 
,professional skills and insights inareas that are important to them,their peers, employers and society.Initial applications:
 project management 
;associated
cross-cultural issues 
;
 
andprocesses and skills associated with
innovation 
(including skills for listen-ing, noticing, influencing).Here are examples of further higher-level skills that TARGET could help with:
sense-making 
(spotting patternsand key factors);
bricolage 
(building on what is to hand, including others’skills, insights and experiences);
con- tributing helpfully 
(sharing knowledgeconstructively);
reflection 
(learning how to get faster and better at acquiring skills); and
rehearsing 
(polishing skillsin advance of demonstrating them).Launched in the European Year of Creativity and Innovation, TARGETprovides a possible way to reduce theshortage of managers with high-levelskills in areas important for Europe’scompetitiveness, including skills rele- vant to creativity and innovation. The TARGET consortium is devel-oping links with some of the mostadmired professional groupings inthose areas. An example is the APM, Associationfor Project Management. TARGETis led by Norway’s SINTEF organi-zation, a centre of excellence in pro-ject management. Through such links, TARGET willreach out to growing numbers of professional users, conceivably in themillions at European level, helping them to widen their experience of tackling challenges; to deal with chal-lenges in ever-improving ways; tobroaden their repertoire of skills andhence the range of challenges they feel comfortable with; and to per-form excellently even under stress. This will help them to prepare forthe challenges they expect to face,and also unexpected challenges. The approach taken in TARGET is ageneral one, applicable to low-levelskills as found in many vocationalcourses, as well as to the higher-leveland more challenging skills that arethe main focus of its trials. Hence TARGET will share its methods withall interested European projects andtraining organizations. This shouldhelp to extend Europe’s body of knowledge in key areas, needed tomake jobs more secure.Funding is from the European Com-mission (5.8 million euro) and fromindustry. Project partners includecompanies that are in a position todeliver the benefits quickly to a widerange of citizens, such as NOKIAand SIEMENS.
Fast 
 
ways
 
to
 
acquire
 
valuable
 
skills
 
and
 
insights
 
Flight simulators are for the few whoreally need them. TARGET will let vastly larger numbers of people learnfast, polish their skills and extendtheir repertoires.Interacting with the software, eachuser will be presented with complexsituations in the form of scenarios. The user can try out different strate-gies and solutions, completely risk-free compared with real life, and seehow these work.Over time this will result in deep andlasting learning. TARGET is a break-through in other ways too: uniquely,it brings together five things thathelp people to build high-level skills.1. Examples and insights that trans-form our understanding of a knowl-edge domain and help us to see pat-terns that are important; we call these
Threshold Concepts 
”.2. Ways to handle and accommodatenew knowledge; we base our ap-proach on biological principles, a
Knowledge Ecology 
”.3. Ways to avoid or minimize over-load and other sources of stress, sothat people can internalize new knowledge efficiently and can per-form at their peak level; we call this
Reducing Cognitive Load 
”.4. Ways for all of us to develop ourcompetences by sharing what each of us knows and can do; we call this
Learning Communities 
”.5. Ways to accumulate lessonslearned through real and theoreticalsituations; we call this approach
Experience Management 
”. At the heart of TARGET is a way of delivering personalised “seriousgames” that present the user withcomplex situations that result in ex-periences that are gradually honedinto knowledge, as with Chesley “Sully” Sullenberger, the pilot of theplane that made a splash landing inNew York’s Hudson River in 2009. What amazing expertise, coolness,quick thinking, modesty: “We did what we were trained to do in anemergency”. Pilots practice how they  will handle potential disasters such asa crash landing. They use realisticcomputer simulations - seriousgames - gaining the wide range of experiences they need to handle un-expected events well, even understress. Sully and his co-pilot wereback on the simulators before they returned to flying.
The
 
Technical
 
Details
 
 
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.
Zürich, May:
  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.
TARGET
 
papers
 
presented
 
at 
 
important 
 
EU
 
workshop
 
PAGE 3 N
EWSLETTER
1
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.
US, September:
 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.
UAE, January
: 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.
Spreading
 
global
 
awareness
 
of 
 
TARGET
 
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/ 
 
TARGET
 
paper
 
presented
 
at 
 
HCI
 
2009
 
conference
 

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