This action might not be possible to undo. Are you sure you want to continue?
EDITION 2009(1) JULY 31, 2009
Meet the TARGET team
Key Points TARGET is pioneering the use of personalised serious games to help users to learn about professional skills and insights. TARGET combines fast, transformative, adaptive, responsive and engaging ways to master those skills and sometimes to improve upon them. Hit Your Target by joining the TARGET discussion group, now on LinkedIn (http:// bit.ly/reachyourtarget)
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). 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 (INESCID), 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), Ekaterina PRASOLOVA-FØRLAND (NTNU), Niklas RAVAJA (HSE), Asbjørn ROLSTADÅS (Sintef), Lars ONSØYEN (Sintef), Ioana HULPUŞ (Cyntelix), Rui PRADA (INESC-ID), Ana PAIVA (INESC-ID), Bjørn ANDERSEN (Sintef), Dietrich ALBERT (TUG-KMI), Ingrid SPJELKAVIK (Sintef), Georg ÖTTL (TUG-KMI), Christian WILK (Project Officer, EU), Marco RAPINO (HSE), Stephanie LINEK (TUG-KMI), Fabrizio GIORGINI (Giunti), William SEAGER (UCL), Manuel FRADINHO (Cyntelix), Christian RENAUD (Advisory Board, Cisco), Poul HANSEN (Advisory Board, Aalborg University). Inset: Angela SASSE (UCL)
Fast ways to become competent Papers on TARGET
Anywhere, any time 4 learning Psychological bases for serious games Integration with HRM systems 5 5
The FP7 logo and the European emblem are owned by the European Community. Their use in this newsletter reflects the fact that the TARGET consortium receives funding from the European 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.
Fast ways to acquire valuable skills and insights
London, March: Uniquely, TARGET offers users fast, transformative, adaptive, responsive and engaging ways to learn about, to master and sometimes improve upon, professional skills and insights in areas that are important to them, their peers, employers and society. Initial applications: project management; associated cross-cultural issues; and processes and skills associated with innovation (including skills for listening, noticing, influencing). Here are examples of further higherlevel skills that TARGET could help with: sense-making (spotting patterns and key factors); bricolage (building on what is to hand, including others’ skills, insights and experiences); contributing helpfully (sharing knowledge constructively); reflection (learning how to get faster and better at acquiring skills); and rehearsing (polishing skills in advance of demonstrating them). Launched in the European Year of Creativity and Innovation, TARGET provides a possible way to reduce the shortage of managers with high-level skills in areas important for Europe’s competitiveness, including skills relevant to creativity and innovation. The TARGET consortium is developing links with some of the most admired professional groupings in those areas. An example is the APM, Association for Project Management. TARGET is led by Norway’s SINTEF organization, a centre of excellence in project management. Through such links, TARGET will reach out to growing numbers of professional users, conceivably in the millions at European level, helping them to widen their experience of tackling challenges; to deal with challenges in ever-improving ways; to broaden their repertoire of skills and hence the range of challenges they feel comfortable with; and to perform excellently even under stress. This will help them to prepare for the challenges they expect to face, and also unexpected challenges. The approach taken in TARGET is a general one, applicable to low-level skills as found in many vocational courses, as well as to the higher-level and more challenging skills that are the main focus of its trials. Hence TARGET will share its methods with all interested European projects and training organizations. This should help to extend Europe’s body of knowledge in key areas, needed to make jobs more secure. Funding is from the European Commission (5.8 million euro) and from industry. Project partners include companies that are in a position to deliver the benefits quickly to a wide range of citizens, such as NOKIA and SIEMENS.
The Technical Details
At the heart of TARGET is a way of delivering personalised “serious games” that present the user with complex situations that result in experiences that are gradually honed into knowledge, as with Chesley “Sully” Sullenberger, the pilot of the plane that made a splash landing in New York’s Hudson River in 2009. What amazing expertise, coolness, quick thinking, modesty: “We did what we were trained to do in an emergency”. Pilots practice how they will handle potential disasters such as a crash landing. They use realistic computer simulations - serious games - gaining the wide range of experiences they need to handle unexpected events well, even under stress. Sully and his co-pilot were back on the simulators before they returned to flying. Flight simulators are for the few who really need them. TARGET will let vastly larger numbers of people learn fast, polish their skills and extend their repertoires. Interacting with the software, each user will be presented with complex situations in the form of scenarios. The user can try out different strategies and solutions, completely riskfree compared with real life, and see how these work. Over time this will result in deep and lasting learning. TARGET is a breakthrough in other ways too: uniquely, it brings together five things that help people to build high-level skills. 1. Examples and insights that transform our understanding of a knowledge domain and help us to see patterns that are important; we call these “Threshold Concepts”. 2. Ways to handle and accommodate new knowledge; we base our approach on biological principles, a “Knowledge Ecology”. 3. Ways to avoid or minimize overload and other sources of stress, so that people can internalize new knowledge efficiently and can perform at their peak level; we call this “Reducing Cognitive Load”. 4. Ways for all of us to develop our competences by sharing what each of us knows and can do; we call this “Learning Communities”. 5. Ways to accumulate lessons learned through real and theoretical situations; we call this approach “Experience Management”.
Spreading global awareness of TARGET
UAE, January: Awareness of TARGET has spread rapidly since its start in January, partly because of the many events that TARGET partners have attended around the world as part of their commitment to dissemination. The first such event, in January, saw the participation of staff of TARGET partners Alfamicro and Cyntelix at a US-EU joint workshop in Abu Dhabi. Other attendees included a representative from sister project ROLE; EU SMEs, chambers of commerce; multinationals (eg, Cisco, Intel). The workshop, part of a summit on the needs of cities, had these aims: - to establish a global community to identify the competences needed for competitiveness in priority areas (eg, energy, waste). - to discuss community-of-practice ideas for competence development. US, September: A recent outcome of TARGET’s participation in the Abu Dhabi workshop is an invitation to the Alfamicro representative to attend a policy workshop in the US, looking at ways to use analytics and horizon scans to identify competencies needed for the future, and ways to acquire those competencies fast. The workshop will be attended by US government officials, industry leaders and senior managers in education and training.
TARGET papers presented at important EU workshop
Zürich, May: TARGET presented two papers to a focused audience of about 50 Europeans highly engaged in technologyenhanced learning research, at ETH Zurich “Learning and Innovation in Value Added Networks”, the annual workshop of the IFIP Working Group 5.7 on Experimental Interactive Learning in Industrial Management: “Changing the Way We Learn: Towards Agile Learning and Cooperation”, by Hansen, Poul Kyvsgaard, Fradinho, Manuel, Andersen, Bjørn, and Lefrere, Paul. This paper addressed the need for learning and competence development in industrial organizations, and how people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. The argument of the paper was that games are not yet mature enough to support the industrial training challenge as stand-alone efforts. Rather, games can support the training and competence development in a synchronized setup with other means, e.g., internal workshops, linking the game to business decisions, etc. “The Creation of a Serious Game: Lessons Learned from the PRIME Project”, by Andersen, Bjørn, Cassina, Jacopo, Duin, Heiko, and Fradinho, Manuel. This second paper mainly attempted to advise efforts to design serious games based on the experience many TARGET partners gained through the PRIME project. As part of the preparations for the TARGET game design process, a systematic “debriefing” of the PRIME effort was carried out, and the results are extremely useful both to TARGET developers and others setting out to create serious games. The lessons learned covered the full development process, from analysis of interests of end users to the evaluation of the achievements of the project and the possible impact of a game in the continuous learning process and considered aspects such as game design, production process and usage issues.
TARGET paper presented at HCI 2009 conference
San Diego, July: About 1,900 researchers attended a co-located 9-conference event. This paper was presented as part of a HCI 2009 special session: “The Coming Revolution in Competence Development: Using Serious Games to Improve CrossCultural Skills”, by Andersen, Bjørn, Fradinho, Manuel, Lefrere, Paul, and Niitamo, Veli-Pekka. The paper explored how the Serious Games approach can be exploited to aid dealing with cross-cultural issues in project management. Some of the skills required in project management were reviewed, and different models of cross-cultural analysis applied to understand how the challenges of managing projects are increased by cultural issues. The TARGET approach was described. Attendees discussed how the TARGET serious game can be designed to achieve enhanced crosscultural skills in users. Link: http://www.hcii2009.org/
TARGET bridges more and more user needs
Italy, July: TARGET could be relevant to even more user needs than first thought: Ola Badersten, Managing Director of Giunti Labs Scandinavia, sees the scope as including links between rapid competence development and “traditional skills management, gap and training analysis, succession planning and performance management”. According to Andrea Gentili of Giunti Labs, a further area of potential demand is from corporates, “for gap analysis, training needs analysis, assessment, peer review, job appraisals and succession planning”, “managing staff’s skills and competency portfolios” and “identifying, charting and monitoring personal skills”. Elisabetta Parodi and her colleagues in the Giunti team working on TARGET are very excited by the opportunities opening up for TARGET, both in terms of potential large-scale adoption, and in terms of collaboration with other projects funded, like TARGET, by the European Commission’s Technology Enhanced Learning programme. An example is the TENCompetence project. In July, Giunti hosted a workshop “Learning and Competence Development in Europe for tomorrow and beyond”. This workshop (www.tencompetence.org/ node/201). presented the rationale, implementation and use of the TENCompetence infrastructure. The workshop combined an insight into the state of the art of competence development, stimulating discussion and accounts of pilot user experiences with the TENCompetence software and areas covered by the new eXact Portfolio software. TARGET was represented both by the Giunti team and by Alfamicro
“Anywhere, any time” competence development
Frankfurt, February: Through projects such as TARGET, Nokia is driving for field-leading innovations in how and where people can empower themselves, whatever their current aspirations are. Nokia’s vision of the Knowledge Society envisions a world where “connecting people to what matters empowers them to make the most of every moment”. If learning can be made faster, then competence development can become possible any place and any time. TARGET offers users that prospect. They can achieve increasingly more challenging goals, that make them more employable : reaching higher, further; performing smarter, faster; sharing more, wider. In future newsletters we will look at how Nokia’s vision is supported in depth by TARGET. Here, we report on recent successes. Nokia was recently voted one of the best providers of Leadership Education in Europe, Middle East, Africa. TARGET’s Observatory will echo key aspects of how Nokia looks ahead when it plans what to include in courses, so that users become better informed about the current levels of competence required in a field, and about the competencies that are likely to be in demand. Such facilities, coupled with the ability through serious games to practise and perfect skills, meet needs discussed in February at a conference in Frankfurt “Strategic Learning and Development 2009: Improving Your Business Performance by Developing and Optimising Your Learning & Development Methods”. The Nokia speaker was Petri-Jukka Salo, Director, Human Resources Development, Nokia Services & Software. A perennial need at such events is for a reliable and affordable way to achieve rapid competence development. Nokia’s investment in TARGET brings that goal much nearer.
Keynote speech on knowledge lifecycles
London, June: In a keynote speech to the ePortfolio conference (www.epforum.eu), Fabrizio Cardinali, CEO of TARGET partner Giunti Labs, discussed the context of a key element of TARGET: a knowledge life-cycle view of Rapid Competence Development. Giunti’s many customers, especially in Europe, are highly interested in education and training solutions that are not just faster and technically superior, but that take a knowledge life-cycle view of what is needed, as Giunti is doing in TARGET. Giunti is using TARGET as one of its routes to demonstrating possible synergies. For example Cardinali announced a state-of-the-art set of Portfolio and Skills management modules – known as ‘eXact Portfolio’. This is part of “Blending new generation skills, portfolio and learning content management systems for personalizing learning in Europe and surviving both the global crisis and increasing competition”.
Psychological bases for gamebased learning
Graz, April: TARGET’s partners include one of Europe’s leading applied psychology groups, TUG-KMI in Graz, Austria. In TARGET, they are pioneering extensions to a powerful approach to modeling how high-level competence depends on lower-level competence. This is called Competence-based Knowledge Space Theory (CbKST). CbKST is the first of possibly several theories of knowledge / learning that will be applied to TARGET’s serious game. TUG-KMI organized a CbKST workshop for the TARGET consortium at the beginning of April at our 2nd project meeting in Graz. In that way, the basics of CbKST and the related microadaptivity-approach were explained and the relevance and integration in the TARGET-project were outlined. Michael Bedek of TUG-KMI kindly summarized the key points for us, consulting his colleagues Georg Otti and Stephanie Linek. He explains: “The CbKST is an extension of the originally behavioristic Knowledge Space Theory (KST) where every knowledge domain is characterized by a set of problems. The goal of the KST is to assess the so called knowledge state of the learner in an efficient way. The knowledge state of a learner is identified by the subset of problems this person is capable of solving. Due to mutual dependencies between the problems captured by prerequisite relations, not all potential knowledge states will occur. The basic idea of the CbKST is to assume a set of competences (skills, abilities, knowledge) underlying the problems of the domain. Similar to the problems, the competences are in some form dependent to each other too, thus not every potential competence state occur. The relationships between the competences and problems are established by a function. Such function assigns a collection of subsets of competences (i.e., competence states) to each problem, which are relevant for solving it. The outlined approach has several advantages: On the one hand, given the performance, that is, the subset of problems a learner could master and/or the actions a learner shows in a game scenario, the latent underlying competences can be identified. On the other hand, effective competence development can be realized through adaptive individual learning paths based on assumed prerequisite relations. A further development in this area is the so-called microadaptivityapproach which is of special importance for game-based learning since it enables an adaptive assessment and the provision of adaptive interventions without disturbing the gameplay. In the context of technology enhanced learning (TEL) respectively learning management systems, CbKST was already successfully adapted within the former ECproject (6th framework) iClass. The main goal of the iClass project was to develop an intelligent cognitive-based open learning system and environment, adapted to individuals in pre-university education. In the context of game-based learning, CbKST has already proved its effectiveness in the EC-project (6th framework) ELEKTRA. Thereby CbKST and the derived microadaptivity-approach were an integrative part of the ELEKTRAmethodology which was presented at the WEBIST-conference at 24th March 2009 in Lisbon (see also http://www.webist.org/2009/ index.htm ). Within TARGET the CbKST and the microadaptivity-approach will be further enhanced and adapted as one of the driving learning strategies guiding the competence development of individuals. Other projects supported by the FP7 framework in which the CbKST and/or the microadaptivity-approach will be applied are MedCAP, 80Days, GRAPPLE and ROLE.”
Bringing it all together
We aim to provide individuals and enterprises with a learning environment that is more effective than what is available today. An important part of our approach is integration with the Human Resource Management systems used in companies, to bring the TARGET approach inside organizations. Various communities will support the learning process, including a community of mentors to advise learners. Contact Person: ANDERSEN, BJØRN Tel: +47-73590561 Fax: +47-73597117 Email: Bjorn.Andersen@sintef.no Organisation: STIFTELSEN SINTEF STRINDVEIEN 4 7465 TRONDHEIM NORWAY
The TARGET partners
Lead Organisation: STIFTELSEN SINTEF STRINDVEIEN 4 7465 ~ TRONDHEIM NORWAY Contact Person: ANDERSEN, BJØRN Tel: +47-73590561 Fax: +47-73597117 Email: Bjorn.Andersen@sintef.no
Austria: SIEMENS AKTIENGESELLSCHAFT OESTERREICH TECHNISCHE UNIVERSITAET GRAZ Finland: HELSINGIN KAUPPAKORKEAKOULU (Helsinki School of Economics) NOKIA OYJ Ireland: CYNTELIX CORPORATION LIMITED Italy: GIUNTI LABS S.R.L. UK: UNIVERSITY COLLEGE LONDON Norway: SINTEF (coordinator) NORGES TEKNISK - NATURVITENSKAPELIGE UNIVERSITET Portugal: ALFAMICRO-SISTEMAS DE COMPUTADORES, LDA INESC ID - INSTITUTO DE ENGENHARIA DE SISTEMAS E COMPUTADORES, INVESTIGAÇAO E DESENVOLVIMENTO EM LISBOA INSTITUTO SUPERIOR TÉCNICO
Discussion space on LinkedIn
TARGET now hosts a discussion space on LinkedIn. Please join us: http://bit.ly/reachyourtarget
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue listening from where you left off, or restart the preview.