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Simulations as Learning

Tools
Virtual Reality and
Serious Games
John Heckman, Director
Johnson Simulation Center

Pine
Technical
College
The Johnson Simulation Center
Established January, 2000
Pine Technical College and MnSCU
Professional staff, producing simulations
Collaborative Service Center: Education,
Business, Government
Mission: Enable and support computer
simulation to improve education and
training
Session Overview
Simulation Basics
VR and Serious Games
Development Process
Demonstrations and Examples
Q&A
Simulation makes sense ...
When
Difficult, dangerous, or expensive
Practice improves performance
Complex concepts and systems
Training younger workers
Physical/perceptual skills (consider VR)
“Soft” skills (consider serious games)
Definitions
Simulation: Modeled environment or
system to provide safe and effective practice
of important skills
Game: Goals, rules, challenge, interaction
Serious Game: engaging action, learning
content, soft skills, and reward for “correct”
behavior
Definitions
Virtual Reality: Focus on performing
tasks in a “realistic” virtual environment
User Interface: How users see and take
action in the simulated environment.
User Experience: What users notice,
think, and feel during the simulation
Definitions
Gameplay: What can players/users do?
Rules: player goals, rights, abilities,
responsibilities, assessment
Requires skills, strategy, and/or chance

General Information
http://en.wikipedia.org/wiki/Serious_game
Why Simulate for Training?
Safety: Learn without real hazards
Fast Learning: Engaging, effective
Repeatable: Consistent best practices
Low/zero training costs for:
Materials
Production equipment
Supervision/trainer
Virtual Reality
Modeled environment looks/feels “real”
Often involves specialized equipment
HMD
Motion tracking
Haptics
Physical/perceptual training focus
Virtual Reality Spray Paint
Automotive refinish
Production line
Trade shows
Virtual Reality QA Training
Possis Medical, Catheter Tray
Progress Casting, Cylinder Head
Hearth Tech, Valve & Burner Unit
Why Serious Games? …
Present dilemmas Develop deeper
Entice exploration understanding
Encourage practice Motivate further
study
Provide context
Change attitudes

(not an exhaustive list)


Serious Game Simulations
Completed Projects
Behind the Message, Journalism Game
Iowa National Guard Painter Game
BioLab
In Production
Nursing Assistant
Corrosion Prevention
Math Game
Guatemala
Simulation Development
Bright idea/Training need
Initial concept
Design specification
Project partners
Learning/training objectives
Target audience
Budget
Time frames
Game Planning
Target Audience
Serious Content
Project Partners
User Interface
Budget & Funding
Scheduling
Nice “Creative Brief” article and format
http://www.gamecareerguide.com/features/310/proven
_preliminary_planning_.php?page=4
Target Audience
Answer these questions
Who are the learners?
What is their computer skill level?
What is their subject skill level?
How will you get the simulation to them?
What kind of computer will they use?
When/where will they learn?
Serious Content
Learning Objectives
What will the player learn?
“How to Write Great Learning Objectives”
http://www.e-learningguru.com/articles/art3_4.htm
You set the context and rules
Assessment
How will you measure performance?
“Proof of Learning: Assessment in Serious Games”
http://www.gamasutra.com/features/20051019/chen_01.s
html
The Simulation Story
How will you present information?
Storyboarding, Script writing, Decision tree
Environmental cues
A good article on Storytelling
http://www.gamasutra.com/features/19990416/level_design_04.h
tm
Scholarly paper on Storyboard Development
http://www.sjsu.edu/depts/it/edit235/lectures/lecture5/story
board2.pdf
“Video Production 101”
http://www.sotherden.com/video101/storyboard.htm
Tree Structure Example
http://seanmichaelragan.com/html/%5B2008-03-07%5D_Choose_Your_Own_Adve
nture_book_as_directed_graph.shtml
Scene Descriptions
What does the user see in this scene?
What can the user do in this scene?
Navigate around?
Clickable objects?
What happens then?
Scoring/assessment implications?
Leave this scene for another?
Which scene next?
Exit conditions?
Project Partners
Who will perform these functions?
Subject Matter Expert
Curriculum Design
Art, Graphic Design, and Sound
Logic and Programming
Game Play Design
Production
Funding and Management
User Interface
How does the user see, navigate in, and
interact with the game world?
Controls
Visual cues, perspective
Status/Feedback

“Applying Game Design to Virtual Environments”


http://www.gamasutra.com/features/19980101/virtual_environ
ments_01.htm
Budget & Schedule Development
MN Common Grant Application
http://www.mcf.org/MCF/grant/applica
t.htm

A Bunch of Game Design Documents


http://
www.gamedev.net/reference/list.asp?categoryid=23
(See especially “Chris Taylor's Design
Document Template”)
Putting it All Together
Merging design, schedule, and budgets
Pick any two: Fast, Good, Cheap
Assessing your efforts
Playtest
Test regularly during development
More playtesters is better
Other subject matter experts
Watch their play: What works, what doesn’t
“Principles of Playtesting”
http://rinku.livejournal.com/1200653.html
Johnson Simulation Center
Mission: Enable and support computer
simulation for education and training.
More info at:
www.johnsonsimcenter.com

Or contact:
John Heckman, Director
Heckmanj@pinetech.edu
320-629-5143

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