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	<title>LEEF Blog</title>
	
	<link>http://leefblog.com</link>
	<description>Learning and Entertainment Evolution Forum</description>
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	<itunes:author>LEEF Blog</itunes:author>
<itunes:summary>Learning and Entertainment Evolution Forum</itunes:summary>
<itunes:subtitle>Learning and Entertainment Evolution Forum</itunes:subtitle>
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<itunes:email>rkudasik@jplcreative.com</itunes:email>
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		<title>Creating Characters for eLearning</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/Va2Sq7DyYes/</link>
		<comments>http://leefblog.com/2010/06/creating-characters-for-elearning/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 14:52:45 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=453</guid>
		<description><![CDATA[Thanks to Jennifer Kerwin for this guest post. Jennifer is presenting at LEEF on creating health education games for children. She is an Instructional Designer in the Learning Solutions department at JPL. 
When I first started as a Management Development Trainer, a colleague and I had an ongoing debate about the need to be a [...]]]></description>
			<content:encoded><![CDATA[<p><em>Thanks to Jennifer Kerwin for this guest post. Jennifer is presenting at LEEF on creating health education games for children. She is an Instructional Designer in the Learning Solutions department at JPL. </em></p>
<p><a href="http://leefblog.com/wp-content/uploads/2010/06/character.jpg"><img class="alignright size-full wp-image-455" title="character" src="http://leefblog.com/wp-content/uploads/2010/06/character.jpg" alt="" width="317" height="357" /></a>When I first started as a Management Development Trainer, a colleague and I had an ongoing debate about the need to be a performer when facilitating.  We agreed that proper facilitation requires charisma and the best facilitators we knew had a personality that lent to their presentation.  However, we disagreed about who was the star of the show.  He held that to some extent the session was about the facilitator, while I argued that the session was about the content and the learner’s connection with it.  He wanted the presentation to be memorable.  I wanted to ensure learning for everyone in the room.</p>
<p>Ten years later as an Instructional Designer, I strive to create memorable characters that will balance these two opinions.  I’ve learned to use characters as facilitators in eLearning modules, simulations and videos.  My biggest challenge is quickly developing a character the audience will relate to and remember, without detracting from the content. The goal is that each learning event that I create grabs the learner’s attention while communicating the content and ultimately transferring the knowledge to the learner.</p>
<p><span id="more-453"></span></p>
<p>Using characters to convey your learning message can be very powerful.  Characters can help the learner relate to the content by using humor, realistic examples, and demonstrating the behaviors.  Incorporating characters into learning events is also a great way to <a href="http://learningsolutions.jplcreative.com/blog/index.php/2010/01/05/building-a-learning-brand-in-your-organization/">brand your learning</a>.</p>
<p>There are a few different practices you can use to develop characters before writing begins.  After thoroughly reviewing the content, think about the target audience.  What type of person or thing will reach this target audience?  Who do they relate to?  How do they interact with the content?  Consider the <a href="http://archiespeaksout.blogspot.com/2009/09/characters-in-elearning.html">role the character will play</a> in the course.  Look for inspiration in a variety of places like conversations with subject matter experts, things you see or read (commercials, TV shows, popular characters in books and movies).  Then brainstorm and write a character profile that includes a description of the character, their background, and even some things this character might be seen doing or heard saying. </p>
<p>Once you know who the character is, think of the journey they will take or how they will accompany the learner.  This storyline should connect to your outline.  You can start writing, but PROCEED with CAUTION.  If you’re not careful your characters can take over your course.  If you’re writing dialog or incorporating humor, ask yourself, “Will this lend to or take away from the content”? </p>
<p>Remember, a good character is one that engages that learner, so that the learner trusts the character and builds a relationship with him or her and successfully transfers the knowledge to the learner. As Tony O’Driscoll said, “Content is king, but context is the kingdom.”</p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/Va2Sq7DyYes" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>Thanks to Jennifer Kerwin for this guest post. Jennifer is presenting at LEEF on creating health education games for children. She is an Instructional Designer in the Learning Solutions department at JPL. 

</itunes:subtitle><itunes:summary>Thanks to Jennifer Kerwin for this guest post. Jennifer is presenting at LEEF on creating health education games for children. She is an Instructional Designer in the Learning Solutions department at JPL. 

When I first started as a Management Development Trainer, a colleague and I had an ongoing debate about the need to be a performer when facilitating.  We agreed that proper facilitation requires charisma and the best facilitators we knew had a personality that lent to their presentation.  However, we disagreed about who was the star of the show.  He held that to some extent the session was about the facilitator, while I argued that the session was about the content and the learner’s connection with it.  He wanted the presentation to be memorable.  I wanted to ensure learning for everyone in the room.

Ten years later as an Instructional Designer, I strive to create memorable characters that will balance these two opinions.  I’ve learned to use characters as facilitators in eLearning modules, simulations and videos.  My biggest challenge is quickly developing a character the audience will relate to and remember, without detracting from the content. The goal is that each learning event that I create grabs the learner’s attention while communicating the content and ultimately transferring the knowledge to the learner.



Using characters to convey your learning message can be very powerful.  Characters can help the learner relate to the content by using humor, realistic examples, and demonstrating the behaviors.  Incorporating characters into learning events is also a great way to brand your learning.

There are a few different practices you can use to develop characters before writing begins.  After thoroughly reviewing the content, think about the target audience.  What type of person or thing will reach this target audience?  Who do they relate to?  How do they interact with the content?  Consider the role the character will play in the course.  Look for inspiration in a variety of places like conversations with subject matter experts, things you see or read (commercials, TV shows, popular characters in books and movies).  Then brainstorm and write a character profile that includes a description of the character, their background, and even some things this character might be seen doing or heard saying. 

Once you know who the character is, think of the journey they will take or how they will accompany the learner.  This storyline should connect to your outline.  You can start writing, but PROCEED with CAUTION.  If you’re not careful your characters can take over your course.  If you’re writing dialog or incorporating humor, ask yourself, “Will this lend to or take away from the content”? 

Remember, a good character is one that engages that learner, so that the learner trusts the character and builds a relationship with him or her and successfully transfers the knowledge to the learner. As Tony O’Driscoll said, “Content is king, but context is the kingdom.”</itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/06/creating-characters-for-elearning/</feedburner:origLink></item>
		<item>
		<title>Serious Games to Change the World</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/BrZlwzgiwJE/</link>
		<comments>http://leefblog.com/2010/06/serious-games-to-change-the-world/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 16:58:55 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[learning and entertainment technologies]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=442</guid>
		<description><![CDATA[
Watch Jane McGonigal&#8217;s video.  She&#8217;s a game designer, games researcher, and, in her own words, a &#8220;future forecaster&#8221;. She is the Director of Games Research and Development at the Institute for the Future in Palo Alto, California. Jane researchers how the games people play today shape the real-world future. Her mission is to design games that will solve real-world [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://leefblog.com/wp-content/uploads/2010/06/Jane-M1.jpg"></a><a href="http://leefblog.com/wp-content/uploads/2010/06/Jane-M2.jpg"><img class="size-large wp-image-446 alignleft" title="Jane M" src="http://leefblog.com/wp-content/uploads/2010/06/Jane-M2-1024x685.jpg" alt="" width="344" height="230" /></a><a href="http://leefblog.com/wp-content/uploads/2010/06/Jane-M.jpg"></a></p>
<p>Watch Jane McGonigal&#8217;s video.  She&#8217;s a game designer, games researcher, and, in her own words, a <a title="Jane McGonigal Bio" href="http://www.avantgame.com/bio.htm" target="_blank">&#8220;future forecaster&#8221;</a>. She is the Director of Games Research and Development at the <a title="IFTF" href="http://www.iftf.org/" target="_blank">Institute for the Future</a> in Palo Alto, California. Jane researchers how the games people play today shape the real-world future. Her mission is to design games that will solve real-world problems and ultimately change human behavior to save the world and ensure a better future! A difficult task by any means, but after listening to her 2010 TED presentation, her seemingly impossible ideas become not only possible, but absolutely practical as well.</p>
<p>Watch her <a title="Gaming can change the world." href="http://blog.avantgame.com/2010/03/my-2010-talk-gaming-can-change-world.html" target="_blank">2010 TED presentation: &#8220;Gaming can change the world&#8221;</a> on Jane&#8217;s blog. Find undoubtable inspiration in the power of serious games to change the real world and attend LEEF 2010 to learn more about the technology, resources and research associated with serious games.</p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/BrZlwzgiwJE" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle /><itunes:summary>

Watch Jane McGonigal&amp;#039;s video.  She&amp;#039;s a game designer, games researcher, and, in her own words, a &amp;quot;future forecaster&amp;quot;. She is the Director of Games Research and Development at the Institute for the Future in Palo Alto, California. Jane researchers how the games people play today shape the real-world future. Her mission is to design games that will solve real-world problems and ultimately change human behavior to save the world and ensure a better future! A difficult task by any means, but after listening to her 2010 TED presentation, her seemingly impossible ideas become not only possible, but absolutely practical as well.

Watch her 2010 TED presentation: &amp;quot;Gaming can change the world&amp;quot; on Jane&amp;#039;s blog. Find undoubtable inspiration in the power of serious games to change the real world and attend LEEF 2010 to learn more about the technology, resources and research associated with serious games.</itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/06/serious-games-to-change-the-world/</feedburner:origLink></item>
		<item>
		<title>A federal budget video game?</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/ohO01lVIIcI/</link>
		<comments>http://leefblog.com/2010/06/a-federal-budget-video-game/#comments</comments>
		<pubDate>Thu, 03 Jun 2010 14:39:36 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[learning and entertainment technologies]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=434</guid>
		<description><![CDATA[According to mashable.com, USA Today reported that the Obama administration’s Bowles-Simpson fiscal commission has been working with Microsoft to make a computer game about managing the US federal budget and deficit. The game is only one small aspect of the commission’s broader objectives and ideas for dealing with the nation’s rising deficit and other fiscal [...]]]></description>
			<content:encoded><![CDATA[<p>According to <a title="Mashable.com" href="http://mashable.com/" target="_blank">mashable.com</a>, <a title="Deficit Solution" href="http://www.usatoday.com/news/washington/2010-04-12-deficit_N.htm?csp=hf" target="_blank">USA Today</a> reported that the Obama administration’s Bowles-Simpson fiscal commission has been working with Microsoft to make a computer game about managing the US federal budget and deficit. The game is only one small aspect of the commission’s broader objectives and ideas for dealing with the nation’s rising deficit and other fiscal challenges. The game will be available to anyone with access to a computer, where the user will be tasked with balancing the federal budget. While the game will not be a completely realistic simulation of the task, as it would be too complex and no one would want to play, it will embody the true and difficult nature of the task. The commission hopes the players will become more sympathetic to the difficult and controversial decisions the commission will have to make as the game demonstrates that there are no ideal options in balancing the budget. </p>
<p>This is an excellent example of how serious games may be used to increase public involvement in and their understanding of government tactics dealing with national problems. It is easy to point fingers and blame the government for their inability to solve problems like health care reform, jobs loss, and education when totally unaware of the complexities and obstacles of the task. By creating serious games, the federal government is not only encouraging individuals to help “solve” the problems, but to also support public involvement in and knowledge of the challenges the government is tasked with overcoming. Serious games may also create a greater level of support, sympathy and interest in the government’s efforts to solve these problems, decreasing the gap between the people and their government.   </p>
<p>Read the article on <a title="Federal Budget Video Game" href="http://mashable.com/2010/04/15/microsoft-budget-game/" target="_blank">mashable.com</a>.</p>
<p><em>The LEEF 2010 conference will discuss the current uses and possibilities of serious games in education and training, as well as the future of serious games. LEEF will also offer the opportunity to learn about emerging technologies in the gaming industry and demo some of these technologies. Register for LEEF 2010 now! </em></p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/ohO01lVIIcI" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>According to mashable.com, USA Today reported that </itunes:subtitle><itunes:summary>According to mashable.com, USA Today reported that the Obama administration’s Bowles-Simpson fiscal commission has been working with Microsoft to make a computer game about managing the US federal budget and deficit. The game is only one small aspect of the commission’s broader objectives and ideas for dealing with the nation’s rising deficit and other fiscal challenges. The game will be available to anyone with access to a computer, where the user will be tasked with balancing the federal budget. While the game will not be a completely realistic simulation of the task, as it would be too complex and no one would want to play, it will embody the true and difficult nature of the task. The commission hopes the players will become more sympathetic to the difficult and controversial decisions the commission will have to make as the game demonstrates that there are no ideal options in balancing the budget. 

This is an excellent example of how serious games may be used to increase public involvement in and their understanding of government tactics dealing with national problems. It is easy to point fingers and blame the government for their inability to solve problems like health care reform, jobs loss, and education when totally unaware of the complexities and obstacles of the task. By creating serious games, the federal government is not only encouraging individuals to help “solve” the problems, but to also support public involvement in and knowledge of the challenges the government is tasked with overcoming. Serious games may also create a greater level of support, sympathy and interest in the government’s efforts to solve these problems, decreasing the gap between the people and their government.   

Read the article on mashable.com.

The LEEF 2010 conference will discuss the current uses and possibilities of serious games in education and training, as well as the future of serious games. LEEF will also offer the opportunity to learn about emerging technologies in the gaming industry and demo some of these technologies. Register for LEEF 2010 now! </itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/06/a-federal-budget-video-game/</feedburner:origLink></item>
		<item>
		<title>Emerging technologies and their potential impact on games, simulations and virtual worlds</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/2p95rdSgpqk/</link>
		<comments>http://leefblog.com/2010/06/emerging-technologies-and-their-potential-impact-on-games-simulations-and-virtual-worlds/#comments</comments>
		<pubDate>Tue, 01 Jun 2010 14:33:37 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[learning and entertainment technologies]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=425</guid>
		<description><![CDATA[Thanks to Andy Petroski for this guest post. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.
The learning field is often influenced by entertainment and communication technologies that can be repurposed from their original intent to impact learning solutions (e.g. video, the web, games, virtual worlds).  The [...]]]></description>
			<content:encoded><![CDATA[<p><em>Thanks to Andy Petroski for this guest post. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.</em></p>
<p>The learning field is often influenced by entertainment and communication technologies that can be repurposed from their original intent to impact learning solutions (e.g. video, the web, games, virtual worlds).  The adoption of entertainment and communication technologies for learning is such a prevalent activity that Harrisburg University has created the <a title="CAELT" href="http://www.harrisburgu.net/faculty-staff/research-centers/caelt.php" target="_blank">Center for Advanced Entertainment and Learning Technologies (CAELT)</a> to focus on such opportunities.</p>
<p>In fact, one element of the upcoming Learning and Entertainment Evolution Forum (LEEF) at Harrisburg University on June 17 &amp; 18 is the High Tech Demo area.  The area at LEEF will allow attendees to view and interact with emerging technologies that may have an impact on games, simulations and virtual worlds for learning.</p>
<p>While it’s extremely difficult to predict what technology will be made available to education and training organizations that may impact learning, there are three (3)<strong> </strong>types of technologies that are gaining traction in the entertainment and communication spaces that I think the learning industry should keep an eye on.</p>
<p><strong>Augmented Reality</strong></p>
<p><a href="http://leefblog.com/wp-content/uploads/2010/06/augmented-reality.jpg"><img class="alignleft size-full wp-image-427" title="augmented reality" src="http://leefblog.com/wp-content/uploads/2010/06/augmented-reality.jpg" alt="" width="199" height="280" /></a>In general, augmented reality technology allows virtual information to be “overlayed” or experienced in conjunction with the physical world.  Augmented reality technology has already had an impact on learning solutions for automotive and vehicle repair, especially in the military (<a href="http://tiny.cc/cbma3">http://tiny.cc/cbma3</a>).  But, most of the applications have been in entertainment, retail and advanced mapping (<a href="http://tiny.cc/7tsf8">http://tiny.cc/7tsf8</a>).  While more advanced and immersive applications require a “heads-up display” (<a href="http://www.vuzix.com/iwear/index.html">http://www.vuzix.com/iwear/index.html</a>), augmented reality can also be smart phone- or kiosk-based.  There will be two examples of augmented reality in the High Tech Demo area at LEEF.  Criterion Systems will demonstrate its augmented reality applications for training, including the opportunity to use the Vuzix heads-up display eyewear.  And, Microsoft will be demonstrating <a title="Surface" href="http://www.microsoft.com/surface/en/us/default.aspx" target="_blank">Surface </a>technology that allows the tabletop computing device to interact with “tagged” physical items for enhanced shopping, entertainment and asset management experiences.</p>
<p><span id="more-425"></span></p>
<p><strong>Immersive Computing</strong></p>
<p><a href="http://leefblog.com/wp-content/uploads/2010/06/virtual-reality.jpg"><img class="alignright size-full wp-image-428" title="virtual reality" src="http://leefblog.com/wp-content/uploads/2010/06/virtual-reality.jpg" alt="" width="359" height="236" /></a>While augmented reality is certainly an immersive computing experience, it is embedded in activity centered in the physical world.  There are applications and devices that suspend a sense of reality and transport the user to a truly immersive and virtual environment.  Two “mainstream” technologies that are having an impact are virtual worlds and 3D viewing (computers and television).  Virtual worlds are a focus of LEEF, including case studies about virtual world training solutions.  The High Tech Demo area at LEEF last year featured 3D monitors that increased the immersion of game play.  And, you currently can’t go through a commercial set today without seeing an ad for 3D TV.  Now that these technologies have gained acceptance as a way to increase the immersion in entertainment, communication and learning what’s on the horizon?</p>
<p>With current technologies, there are boundaries (the monitor) and a lack of feedback other than visual and auditory (and some haptic feedback with peripheral devices).  Future technologies will expand the boundaries of the experience beyond the monitor and include other sensory feedback.  One such technology will be part of the High Tech Demo area at LEEF 2010 on June 17 &amp; 18.  <a title="Virtusphere" href="http://www.virtusphere.com" target="_blank">Virtusphere </a>is an interactive, immersive environment that allows the user free-form movement without being tethered to the desktop or monitor (<a href="http://science.discovery.com/videos/popscis-future-of-virtusphere.html">http://science.discovery.com/videos/popscis-future-of-virtusphere.html</a>).  It was developed to enhance the gaming experience, but clearly has application in education, travel and architecture.</p>
<p><strong>Neurofeedback Computing</strong></p>
<p><strong><br />
</strong><a href="http://leefblog.com/wp-content/uploads/2010/06/mindflex.jpg"><img class="alignleft size-full wp-image-429" title="US-ELECTRONICS-CES" src="http://leefblog.com/wp-content/uploads/2010/06/mindflex.jpg" alt="" width="324" height="214" /></a>Congratulations to Mattel for winning 2009 toy of the year for <a title="Mindflexgames" href="http://mindflexgames.com/" target="_blank">MindFlex </a>!  You play MindFlex by guiding a floating ball through an obstacle course using your brain.  Yes, that’s right!  Awesome – isn’t it!?!  The MindFlex neural headset reads the intensity of your brain waves, based on your level of concentration.  The headset transmits a signal to the game console that controls a fan that moves the ball.  Your level of concentration controls the strength of the fan.  This is a fairly simple application of neurofeedback computing.  More advanced applications for gaming, entertainment, research and (eventually) learning are under development by companies like <a title="Emotiv" href="http://www.emotiv.com/" target="_blank">Emotiv</a> and <a title="Neurosky" href="http://www.neurosky.com/" target="_blank">NeuroSky</a>, who developed the technology behind MindFlex.  I believe there are learning implications for neurofeedback computing in individualized instruction and assessment that could truly change the game for learning in all environments.</p>
<p>Stay tuned to see what impact these technologies have on learning in schools, universities and the workforce.  And, attend LEEF 2010 at Harrisburg University for a sneak peek at augmented reality and immersive computing.</p>
<p><em>This reflects just one of the topics to be explored at LEEF, the Learning and Entertainment Evolution Forum on June 17-18. LEEF is an interactive professional development event showcasing the convergence of learning and entertainment technologies and exploring the organizational, design and technical challenges for adopting games and simulations for learning.  Join Andy and presenters such as Jerry Heneghan of Applied Research Associates, Mike Cuffe, VP at Farmer’s Insurance, Phaedra Boinodiris of IBM, Koreen Olbrish of Tandem Learning, and more at LEEF this summer! The event will take place in Central Pennsylvania at Harrisburg University.  Go to <a href="http://www.leef2010.net/">www.LEEF2010.net</a> to learn more about the program!</em><strong> </strong></p>
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		<slash:comments>1</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>Thanks to Andy Petroski for this guest post. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.

The learning field is often influenced by entertainment and communicatio</itunes:subtitle><itunes:summary>Thanks to Andy Petroski for this guest post. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.

The learning field is often influenced by entertainment and communication technologies that can be repurposed from their original intent to impact learning solutions (e.g. video, the web, games, virtual worlds).  The adoption of entertainment and communication technologies for learning is such a prevalent activity that Harrisburg University has created the Center for Advanced Entertainment and Learning Technologies (CAELT) to focus on such opportunities.

In fact, one element of the upcoming Learning and Entertainment Evolution Forum (LEEF) at Harrisburg University on June 17 &amp;amp; 18 is the High Tech Demo area.  The area at LEEF will allow attendees to view and interact with emerging technologies that may have an impact on games, simulations and virtual worlds for learning.

While it’s extremely difficult to predict what technology will be made available to education and training organizations that may impact learning, there are three (3) types of technologies that are gaining traction in the entertainment and communication spaces that I think the learning industry should keep an eye on.

Augmented Reality

In general, augmented reality technology allows virtual information to be “overlayed” or experienced in conjunction with the physical world.  Augmented reality technology has already had an impact on learning solutions for automotive and vehicle repair, especially in the military (http://tiny.cc/cbma3).  But, most of the applications have been in entertainment, retail and advanced mapping (http://tiny.cc/7tsf8).  While more advanced and immersive applications require a “heads-up display” (http://www.vuzix.com/iwear/index.html), augmented reality can also be smart phone- or kiosk-based.  There will be two examples of augmented reality in the High Tech Demo area at LEEF.  Criterion Systems will demonstrate its augmented reality applications for training, including the opportunity to use the Vuzix heads-up display eyewear.  And, Microsoft will be demonstrating Surface technology that allows the tabletop computing device to interact with “tagged” physical items for enhanced shopping, entertainment and asset management experiences.



Immersive Computing

While augmented reality is certainly an immersive computing experience, it is embedded in activity centered in the physical world.  There are applications and devices that suspend a sense of reality and transport the user to a truly immersive and virtual environment.  Two “mainstream” technologies that are having an impact are virtual worlds and 3D viewing (computers and television).  Virtual worlds are a focus of LEEF, including case studies about virtual world training solutions.  The High Tech Demo area at LEEF last year featured 3D monitors that increased the immersion of game play.  And, you currently can’t go through a commercial set today without seeing an ad for 3D TV.  Now that these technologies have gained acceptance as a way to increase the immersion in entertainment, communication and learning what’s on the horizon?

With current technologies, there are boundaries (the monitor) and a lack of feedback other than visual and auditory (and some haptic feedback with peripheral devices).  Future technologies will expand the boundaries of the experience beyond the monitor and include other sensory feedback.  One such technology will be part of the High Tech Demo area at LEEF 2010 on June 17 &amp;amp; 18.  Virtusphere is an interactive, immersive environment that allows the user free-form movement without being tethered to the desktop or monitor (http://science.discovery.com/videos/popscis-future-of-virtusphere.html).  It was developed to enhance the gaming experience, but clearly has application in education, travel and architecture.

Neurofeedback Computing


Congratulations to Mattel for winning 2009 toy of the year for MindFlex !  You play MindFlex by guiding a floating ball through an obstacle course using your brain.  Yes, that’s right!  Awesome – isn’t it!?!  The MindFlex neural headset reads the intensity of your brain waves, based on your level of concentration.  The headset transmits a signal to the game console that controls a fan that moves the ball.  Your level of concentration controls the strength of the fan.  This is a fairly simple application of neurofeedback computing.  More advanced applications for gaming, entertainment, research and (eventually) learning are under development by companies like Emotiv and NeuroSky, who developed the technology behind MindFlex.  I believe there are learning implications for neurofeedback computing in individualized instruction and assessment that could truly change the game for learning in all environments.

Stay tuned to see what impact these technologies have on learning in schools, universities and the workforce.  And, attend LEEF 2010 at Harrisburg University for a sneak peek at augmented reality and immersive computing.

This reflects just one of the topics to be explored at LEEF, the Learning and Entertainment Evolution Forum on June 17-18. LEEF is an interactive professional development event showcasing the convergence of learning and entertainment technologies and exploring the organizational, design and technical challenges for adopting games and simulations for learning.  Join Andy and presenters such as Jerry Heneghan of Applied Research Associates, Mike Cuffe, VP at Farmer’s Insurance, Phaedra Boinodiris of IBM, Koreen Olbrish of Tandem Learning, and more at LEEF this summer! The event will take place in Central Pennsylvania at Harrisburg University.  Go to www.LEEF2010.net to learn more about the program! </itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/06/emerging-technologies-and-their-potential-impact-on-games-simulations-and-virtual-worlds/</feedburner:origLink></item>
		<item>
		<title>New High Tech Demonstrations</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/6mZgZFaV5z4/</link>
		<comments>http://leefblog.com/2010/05/new-high-tech-demonstrations/#comments</comments>
		<pubDate>Fri, 28 May 2010 14:33:19 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=406</guid>
		<description><![CDATA[Three new high tech demonstrations have been added to LEEF including Virtusphere and MicrosoftSurface .                                                                                                                     
    
  
]]></description>
			<content:encoded><![CDATA[<p>Three new high tech demonstrations have been added to LEEF including <a title="Virtusphere" href="http://www.virtusphere.com/?utm_source=Listrak&amp;utm_medium=Email&amp;utm_term=http%3a%2f%2fwww.virtusphere.com%2f&amp;utm_content=Jreiner%40harrisburgu.edu&amp;utm_campaign=LEEF+is+like+summer+camp..." target="_blank">Virtusphere</a> and <a title="Microsoft Surface" href="http://www.microsoft.com/surface/en/us/Pages/Product/WhatIs.aspx?utm_source=Listrak&amp;utm_medium=Email&amp;utm_term=http%3a%2f%2fwww.microsoft.com%2fsurface%2fen%2fus%2fPages%2fProduct%2fWhatIs.aspx&amp;utm_content=Jreiner%40harrisburgu.edu&amp;utm_campaign=LEEF+is+like+summer+camp..." target="_blank">MicrosoftSurface </a>.                                                                                                                     </p>
<p><a href="http://leefblog.com/wp-content/uploads/2010/05/Microsoft-Surface-copy.jpg"><img class="alignleft size-full wp-image-410" title="Microsoft Surface copy" src="http://leefblog.com/wp-content/uploads/2010/05/Microsoft-Surface-copy.jpg" alt="" width="521" height="217" /></a>    </p>
<p style="text-align: right;">  </p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/6mZgZFaV5z4" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>Three new high tech demonstrations have been added to LEEF including </itunes:subtitle><itunes:summary>Three new high tech demonstrations have been added to LEEF including Virtusphere and MicrosoftSurface .                                                                                                                     

    
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		<title>Technologies on the Horizon</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/ntzxKxOnhyc/</link>
		<comments>http://leefblog.com/2010/05/technologies-on-the-horizon/#comments</comments>
		<pubDate>Tue, 25 May 2010 17:20:55 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>
		<category><![CDATA[learning and entertainment technologies]]></category>
		<category><![CDATA[leef]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=400</guid>
		<description><![CDATA[The Horizon Project is the product of a series of ongoing conversations and dialogues of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations from more than two dozen countries. The result is the publication of a report focused on the emerging technologies relevant to higher education based on [...]]]></description>
			<content:encoded><![CDATA[<p><em>The Horizon Project is the product of a series of ongoing conversations and dialogues of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations from more than two dozen countries. The result is the publication of a report focused on the emerging technologies relevant to higher education based on published and unpublished research, articles, papers, scholarly blogs, and websites. The Horizon Report specifically includes a list of the key technologies, trends, challenges, and issues that knowledgeable people in technology industries, higher education, and learning-focused organizations are thinking about. <a href="http://wp.nmc.org/horizon2010/">http://wp.nmc.org/horizon2010/</a> </em></p>
<h3>2010 Horizon Report</h3>
<p><strong>Executive Summary </strong></p>
<p>The annual work of the New Media Consortium’s Horizon Project, a qualitative research project established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years. The <em>2010 Horizon Report</em> is the seventh in the series and is produced as part of an ongoing collaboration between the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI), an EDUCAUSE program.</p>
<p>In each edition of the <em>Horizon Report</em>, six emerging technologies or practices are described that are likely to enter mainstream use on campuses within three adoption horizons spread over the next one to five years. Each report also presents critical trends and challenges that will affect teaching and learning over the same time frame.</p>
<p><span id="more-400"></span></p>
<p>Key Trends</p>
<p>The technologies featured in each edition of the <em>Horizon Report </em>are embedded within a contemporary context that reflects the realities of the time, both in the sphere of academia and in the world at large.</p>
<p>-<em> </em><em>The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.</em></p>
<p><em>- </em><em> </em><em>People expect to be able to work, learn, and study whenever and wherever they want to.</em></p>
<p><em>-</em><em>  </em><em>The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.</em></p>
<p><em>- </em><em>The work of students is increasingly seen as collaborative by nature, and there is more crosscampus collaboration between departments.</em></p>
<p><em> </em>Critical Challenges</p>
<p>Along with current trends, the Advisory Board notes critical challenges that face learning organizations, especially those that are likely to continue to affect education over the five-year time period covered by this report.</p>
<p>-<em> </em><em>The role of the academy — and the way we prepare students for their future lives — is changing.</em></p>
<p><em>- </em><em> </em><em>New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind.</em></p>
<p><em>- Digital media literacy continues its rise in importance as a key skill in every discipline and profession.</em></p>
<p><em>- Institutions increasingly focus more narrowly on key goals, as a result of shrinking budgets in the present economic climate.</em></p>
<p>Read the full report at:<em> <a href="http://www.nmc.org/pdf/2010-Horizon-Report.pdf">http://www.nmc.org/pdf/2010-Horizon-Report.pdf</a> </em>which includes a comprehensive list of technologies to watch in the near and distant future. <em></em></p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/ntzxKxOnhyc" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>The Horizon Project is the product of a series of ongoing conversations and dialogues of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations from more than tw</itunes:subtitle><itunes:summary>The Horizon Project is the product of a series of ongoing conversations and dialogues of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations from more than two dozen countries. The result is the publication of a report focused on the emerging technologies relevant to higher education based on published and unpublished research, articles, papers, scholarly blogs, and websites. The Horizon Report specifically includes a list of the key technologies, trends, challenges, and issues that knowledgeable people in technology industries, higher education, and learning-focused organizations are thinking about. http://wp.nmc.org/horizon2010/ 
2010 Horizon Report
Executive Summary 

The annual work of the New Media Consortium’s Horizon Project, a qualitative research project established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years. The 2010 Horizon Report is the seventh in the series and is produced as part of an ongoing collaboration between the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI), an EDUCAUSE program.

In each edition of the Horizon Report, six emerging technologies or practices are described that are likely to enter mainstream use on campuses within three adoption horizons spread over the next one to five years. Each report also presents critical trends and challenges that will affect teaching and learning over the same time frame.



Key Trends

The technologies featured in each edition of the Horizon Report are embedded within a contemporary context that reflects the realities of the time, both in the sphere of academia and in the world at large.

- The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.

-  People expect to be able to work, learn, and study whenever and wherever they want to.

-  The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.

- The work of students is increasingly seen as collaborative by nature, and there is more crosscampus collaboration between departments.

 Critical Challenges

Along with current trends, the Advisory Board notes critical challenges that face learning organizations, especially those that are likely to continue to affect education over the five-year time period covered by this report.

- The role of the academy — and the way we prepare students for their future lives — is changing.

-  New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind.

- Digital media literacy continues its rise in importance as a key skill in every discipline and profession.

- Institutions increasingly focus more narrowly on key goals, as a result of shrinking budgets in the present economic climate.

Read the full report at: http://www.nmc.org/pdf/2010-Horizon-Report.pdf which includes a comprehensive list of technologies to watch in the near and distant future. </itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/05/technologies-on-the-horizon/</feedburner:origLink></item>
		<item>
		<title>Gameration 4: Implementing Games and Simulations within a Generational Context</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/-4RrDYeIT0g/</link>
		<comments>http://leefblog.com/2010/05/gameration-4-implementing-games-and-simulations-within-a-generational-context/#comments</comments>
		<pubDate>Thu, 20 May 2010 19:15:43 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=383</guid>
		<description><![CDATA[In this series, we’re taking a look at how the generation (Boomers, Generation X or Generation Y) might impact the way an individual thinks about and engages in games and ways in which learning professionals can adjust the game and simulation to address the expectations of each generation.  As we explore the generations keep in mind the characteristics are generalizations of the generation and not necessarily accurate for any one individual. ]]></description>
			<content:encoded><![CDATA[<p><em>Thanks Andy Petroski and Josh Stroup for their guest posst. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.  Josh Stroup is President of QTS Performance Solutions in Harrisburg PA.</em></p>
<p>Read <a title="Gameration 1" href="http://leefblog.com/2010/03/gameration-implementing-games-and-simulations-within-a-generational-context/" target="_blank"><span style="text-decoration: underline;">Gameration 1</span><br />
</a>Read <a title="Gameration 2" href="http://leefblog.com/2010/04/gameration-2-implementing-games-and-simulations-within-a-generational-context/" target="_blank">Gameration 2</a><br />
Read <a title="Gameration 3" href="http://leefblog.com/2010/05/gameration-3-implementing-games-and-simulations-within-a-generational-context/" target="_blank">Gameration 3</a></p>
<p>In this series, we’re taking a look at how the generation (Boomers, Generation X or Generation Y) might impact the way an individual thinks about and engages in games and ways in which learning professionals can adjust the game and simulation to address the expectations of each generation.  As we explore the generations keep in mind the characteristics are generalizations of the generation and not necessarily accurate for any one individual. </p>
<p>This blog post summarizes the previous three gameration posts by listing game design approaches for each generation and indicating common approaches to game design that can address the preferences of all generations.<span id="more-383"></span></p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="158" valign="top"><strong><span style="color: #000080;">Game Design Element</span></strong></td>
<td colspan="3" width="474" valign="top"><strong><span style="color: #000080;">Generation</span></strong></td>
</tr>
<tr>
<td width="158" valign="top"><strong><em><span style="color: #000080;">Narrative and Character</span></em></strong></td>
<td width="158" valign="top"><span style="color: #000080;">Boomer</span></td>
<td width="157" valign="top"><span style="color: #000080;">Gen X</span></td>
<td width="159" valign="top"><span style="color: #000080;">Gen</span><span style="color: #000080;"> Y</span></td>
</tr>
<tr>
<td width="158" valign="top">Character</td>
<td width="158" valign="top">Might prefer<strong> </strong>to see the main character as a representation of them.  Consider allowing the learner to select a character from a variety of characters that “look like a cool version of them.”</td>
<td width="157" valign="top">Might prefer a character that starts the journey on his own and through “friends” or sources is able to achieve individual goals.  Allow the learner to vary their role in the game or simulation  so they can see the problem and solutions from a variety of perspectives and how it relates to their true. (real-life) role.  Consider placing the character in a leadership role from the beginning, regardless of whether or not that’s their work role, to learn skills by failing at roles to which they aspire.</td>
<td width="159" valign="top">Ambiguous position and appearance is OK.</td>
</tr>
<tr>
<td width="158" valign="top">Challenge</td>
<td width="158" valign="top">Set the challenge(s) in a context of saving the world or the organization from an “evil-doer” that threatens the world’s normal way of life.  At the same time, allow the player to expand the world or organization through successful defeat of the “evil-doer.”</td>
<td width="157" valign="top">Set the challenge(s) in the context of saving the character from an “evil-doer” that threatens individual advancement.</td>
<td width="159" valign="top">Save the “world” from an “evil-doer” that threatens the team or the project with an impact on larger, global issues.</td>
</tr>
<tr>
<td width="158" valign="top">Benefits</td>
<td width="158" valign="top"><em>No specific suggestions based on the generational characteristics.</em></td>
<td width="157" valign="top">Identify the benefit of the game or simulation to the individual right up front.</td>
<td width="159" valign="top">Identify the benefit of the game or simulation at the beginning of game play and as part of implementation.</td>
</tr>
<tr>
<td width="158" valign="top">Rewards</td>
<td width="158" valign="top">Consider the character’s individual success within the context of helping the “boss” or the team accomplish success.</td>
<td width="157" valign="top">Provide rewards that indicate both professional and personal success.</td>
<td width="159" valign="top">Provide rewards that indicate team and “societal” success within the context of work and personal life balance.</td>
</tr>
<tr>
<td width="158" valign="top">Tone</td>
<td width="158" valign="top">Some formality is preferred.</td>
<td width="157" valign="top">Consider a tone and dialogue that is casual throughout the story.</td>
<td width="159" valign="top">Carry a casual tone and dialogue throughout the story and interaction.</td>
</tr>
<tr>
<td width="158" valign="top"><strong><em><span style="color: #000080;">Information and Activities</span></em></strong></td>
<td width="158" valign="top"><span style="color: #000080;">Boomer</span></td>
<td width="157" valign="top"><span style="color: #000080;">Gen X</span></td>
<td width="159" valign="top"><span style="color: #000080;">Gen Y</span></td>
</tr>
<tr>
<td width="158" valign="top">Introduction</td>
<td width="158" valign="top"><em>No specific suggestions based on the generational characteristics.</em></td>
<td width="157" valign="top">Limit the introduction and storyline or provide options for minimizing the storyline and let learners jump in right away with role-playing and skill practice.</td>
<td width="159" valign="top">Limit the introduction and storyline or provide options for minimizing the storyline and let learners jump in right away with role-playing and skill practice.</td>
</tr>
<tr>
<td width="158" valign="top">Timeframe</td>
<td width="158" valign="top">Present the content in an environment that mimics the real world versus a metaphorical one.</td>
<td width="157" valign="top">Consider information and activities that do not follow a normal series of events or timeframes.  Emphasize failure when skipping important steps or ignoring rules can lead to dire consequences (including videos of real-world examples of such) and emphasize reward when skipping steps and bending the rules makes sense.</td>
<td width="159" valign="top">Enable short, quick experiences in the game over an extended timeframe</td>
</tr>
<tr>
<td width="158" valign="top">Media/Interaction</td>
<td width="158" valign="top">Include access to web sites, company policies, product manuals, video/audio and other people.  Allow synchronous or asynchronous connections to real people as part of play, but reduce the amount of multi-player interactions.</td>
<td width="157" valign="top">Use video and lots of graphics.</td>
<td width="159" valign="top">While media is an important part of the experience, use text-based information and activities as well.</td>
</tr>
<tr>
<td width="158" valign="top">Information</td>
<td width="158" valign="top">Provide opportunities for easy information access outside of the core interface.   Provide access to information beyond that absolutely necessary to play, but do so as an optional component or at the end of play.</td>
<td width="157" valign="top">Allow the player to evaluate the value of information and the information source as part of their journey.  Don’t be afraid to present access to a lot of information or opportunities for information all at once.  Ask the learner to keep track of information that might be required for later in the game.</td>
<td width="159" valign="top">Present access to a lot of information or opportunities for information.  Ask the learner to analyze the information to determine its application to solving the problem in the game or simulation.</td>
</tr>
<tr>
<td width="158" valign="top"><strong><em><span style="color: #000080;">Feedback</span></em></strong></td>
<td width="158" valign="top"><span style="color: #000080;">Boomer</span></td>
<td width="157" valign="top"><span style="color: #000080;">Gen X</span></td>
<td width="159" valign="top"><span style="color: #000080;">Gen Y</span></td>
</tr>
<tr>
<td width="158" valign="top">Feedback Frequency</td>
<td width="158" valign="top">Present feedback from the “boss”, including representing the boss’s approval rating throughout.</td>
<td width="157" valign="top">Provide feedback regularly throughout, including opportunities for coaching before starting a critical path or making key decisions.</td>
<td width="159" valign="top">Provide feedback regularly throughout and provide immediate feedback to almost any action in the game or simulation.</td>
</tr>
<tr>
<td width="158" valign="top">Feedback Context</td>
<td width="158" valign="top">Consider allowing the player to score their own performance as part of debrief and feedback in the game/simulation and show the individual score/results in the context of other players scores. </td>
<td width="157" valign="top">Provide feedback in the context of the individual’s success or failure toward achieving professional and personal success.</td>
<td width="159" valign="top">Indicate feedback in the context of their role in achieving the goal or solving the problem in the game or simulation and how their performance might impact the team.  Provide feedback in the context of the individual’s success or failure toward achieving professional and personal success.</td>
</tr>
<tr>
<td width="158" valign="top">Feedback Detail</td>
<td width="158" valign="top">Represent the player’s success as a status of their progress towards a goal through a meter or progress bar.  Explain the consequences of action or inaction as part of the experience with the context of limited resources.  Provide the opportunity for expanded feedback at the player’s discretion. </td>
<td width="157" valign="top">Provide informal feedback from characters that might be friends of colleagues of the main character.</td>
<td width="159" valign="top">Consider providing detailed feedback, but do so in an informal tone.</td>
</tr>
<tr>
<td width="158" valign="top"><strong><em><span style="color: #000080;">Summary/Conclusion of Play</span></em></strong></td>
<td width="158" valign="top"><span style="color: #000080;">Boomer</span></td>
<td width="157" valign="top"><span style="color: #000080;">Gen X</span></td>
<td width="159" valign="top"><span style="color: #000080;">Gen Y</span></td>
</tr>
<tr>
<td width="158" valign="top">Review Context</td>
<td width="158" valign="top">Indicate the individual status as well as the organization’s</td>
<td width="157" valign="top">Provide a review of the experience within the context of individual character/personal goals</td>
<td width="159" valign="top">Provide a review of the experience and how/what the learner could have done for a different outcome within the context of the team and achieving goals/deadline.</td>
</tr>
<tr>
<td width="158" valign="top">Review Game Play</td>
<td width="158" valign="top">Emphasize success or failure versus an overview of the experiences.</td>
<td width="157" valign="top">Provide a review of the experience and how/what the learner could have done for a different outcome.</td>
<td width="159" valign="top">Relate back to the greater good that might result from the learner’s actions in the game play and how their skill development might impact the greater good in their work/personal environment.</td>
</tr>
<tr>
<td width="158" valign="top">Additional Learning Activities</td>
<td width="158" valign="top">Consider a group review or debrief of play and outcomes in a synchronous format; face-to-face or online</td>
<td width="157" valign="top">Consider a group review or debrief of play and outcomes in an asynchronous and synchronous format; face-to-face or online.</td>
<td width="159" valign="top">Indicate what other learning activities might help to improve their performance.</td>
</tr>
<tr>
<td width="158" valign="top"><strong><em><span style="color: #000080;">Implementation</span></em></strong></td>
<td width="158" valign="top"><span style="color: #000080;">Boomer</span></td>
<td width="157" valign="top"><span style="color: #000080;">Gen X</span></td>
<td width="159" valign="top"><span style="color: #000080;">Gen Y</span></td>
</tr>
<tr>
<td width="158" valign="top">Technology Focus</td>
<td width="158" valign="top">Downplay<strong> </strong>the “coolness” of learning through games. </td>
<td width="157" valign="top">Downplay the technology and emphasize the story of the game and how it relates to real-world individual goals.  But, emphasize the approach as a new and innovate way to get results from training</td>
<td width="159" valign="top">Downplay the technology and even novelty of the solution being “game play for learning.”  Yers have grown up with all types of games and communications.  Gaming is not new to them nor is the use of games and simulations for learning.</td>
</tr>
<tr>
<td width="158" valign="top">Focus of Game Solution</td>
<td width="158" valign="top">Promote gaming as the best way – short of on-job experience – to simulate the “real world”, and to take into account the multiple variables that learners encounter there.</td>
<td width="157" valign="top">Promote the experience based on other players’ reviews.  Introduce the game through email, but consider a “launch” or question and answer session in a face-to-face setting as a follow-up to the email access to emphasize the importance of the game or simulation.</td>
<td width="159" valign="top">Introduce the game or simulation as a way to improve their performance and increase their contribution to the team’s success.</td>
</tr>
</tbody>
</table>
<p><strong> </strong></p>
<p><strong>Address preferences throughout the generations:</strong></p>
<ul>
<li>Give learners a chance to select their character from a pool of “realistic” and fictional characters that represent a variety of organizational/professional statuses.</li>
<li>Indicate the learning benefit of the game or simulation to the individual at the beginning of game play.</li>
<li>Indicate the consequences of the game action or inaction and indicate success for the individual character, the character’s “team” and the organization within the context of playing the game to defeat an “evil doer.”</li>
<li>Indicate how professional success in the game play potentially impacts personal and societal success and vice versa.  </li>
<li>Create dialogue and feedback in a professional, but casual tone.  Present main titles in formal text with less formal subtext.</li>
<li>Let learners get started right away!  Don’t provide paragraph’s/screens of introduction before game play begins, but provide an option for learners to get more detail about game play and storyline if they want it.</li>
<li>Allow variable timeframes within the game that allow dynamic game play as well as realistic series of events.</li>
<li>Use an appropriate amount of media within the game play, but concentrate on interaction and immersion within the game (including the option for synchronous or asynchronous connections to real people as part of play) versus media-centric production.</li>
<li>Present enough information in the game play to make progress in the game, and provide detailed information as an optional component of game play that will allow the player to excel.  Consider providing additional detail that may be contrary to game success as well so that the learner must evaluate the value and quality of the information.  Also consider additional access to information outside the game play that will support success in the game.</li>
<li>Provide feedback throughout game play through status indicators and feedback from supporting “characters” in the game.  Also provide summary feedback that provides an opportunity for the learner to evaluate their own play, including showing their score/results relative to other players’ performance.  Indicate feedback based on the individual character’s, the “team’s” and/or the organization’s success. </li>
<li>Emphasize overall success or failure at the conclusion of game play, but provide an option for specific review of the experience including how/what the learner could have done differently at key points to improve the final outcome.</li>
<li>Overall, consider an “out of game” debrief that reviews game play and connects it to the real-world activities that learners participate in each day.  Also provide opportunities to access advanced materials and additional learning opportunities that will continue to enhance performance as part of the debrief.</li>
<li>Don’t focus on the technology or the fact that the learning solution is a “game” as part of implementation.  Rather, focus on the solution as the best way for learners to gain experience and practice critical skills and the individual and organizational impact the experience will have.</li>
<li>Launch the game or simulation through multiple channels including the LMS, email, face-to-face meetings/discussions and synchronous online sessions that emphasize the storyline, the goals, feedback from play testers and the potential impact of the game play on individual and organization success.</li>
</ul>
<p>It’s been fun to think about how different generational characteristics might impact game play,  game design and implementation throughout these posts.  In the end, any way that can help the learner have an “individualized” experience through various levels of user control is a positive approach in any learning solution.  Generational preferences are one way to consider those control points and variables.</p>
<p><em>This reflects just one of the topics to be explored at LEEF, the Learning and Entertainment Evolution Forum on June 17-18. LEEF is an interactive professional development event showcasing the convergence of learning and entertainment technologies and exploring the organizational, design and technical challenges for adopting games and simulations for learning.  Join Andy and presenters such as Jerry Heneghan of Applied Research Associates, Mike Cuffe, VP at Farmer’s Insurance, Phaedra Boinodiris of IBM, Koreen Olbrish of Tandem Learning, and more at LEEF this summer! The event will take place in Central Pennsylvania at Harrisburg University.  Go to <a href="http://www.leef2010.net/">www.LEEF2010.net</a> to learn more about the program!</em></p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/-4RrDYeIT0g" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>In this series, we’re taking a look at how the generation (Boomers, Generation X or Generation Y) might impact the way an individual thinks about and engages in games and ways in which learning professionals can adjust the game and simulation to address the expectations of each generation.  As we explore the generations keep in mind the characteristics are generalizations of the generation and not necessarily accurate for any one individual. </itunes:subtitle><itunes:summary>Thanks Andy Petroski and Josh Stroup for their guest posst. Andy is a co-coordinator of LEEF and Director and Assistant Professor of Learning Technologies at Harrisburg University.  Josh Stroup is President of QTS Performance Solutions in Harrisburg PA.

Read Gameration 1
Read Gameration 2
Read Gameration 3

In this series, we’re taking a look at how the generation (Boomers, Generation X or Generation Y) might impact the way an individual thinks about and engages in games and ways in which learning professionals can adjust the game and simulation to address the expectations of each generation.  As we explore the generations keep in mind the characteristics are generalizations of the generation and not necessarily accurate for any one individual. 

This blog post summarizes the previous three gameration posts by listing game design approaches for each generation and indicating common approaches to game design that can address the preferences of all generations.



Game Design Element
Generation


Narrative and Character
Boomer
Gen X
Gen Y


Character
Might prefer to see the main character as a representation of them.  Consider allowing the learner to select a character from a variety of characters that “look like a cool version of them.”
Might prefer a character that starts the journey on his own and through “friends” or sources is able to achieve individual goals.  Allow the learner to vary their role in the game or simulation  so they can see the problem and solutions from a variety of perspectives and how it relates to their true. (real-life) role.  Consider placing the character in a leadership role from the beginning, regardless of whether or not that’s their work role, to learn skills by failing at roles to which they aspire.
Ambiguous position and appearance is OK.


Challenge
Set the challenge(s) in a context of saving the world or the organization from an “evil-doer” that threatens the world’s normal way of life.  At the same time, allow the player to expand the world or organization through successful defeat of the “evil-doer.”
Set the challenge(s) in the context of saving the character from an “evil-doer” that threatens individual advancement.
Save the “world” from an “evil-doer” that threatens the team or the project with an impact on larger, global issues.


Benefits
No specific suggestions based on the generational characteristics.
Identify the benefit of the game or simulation to the individual right up front.
Identify the benefit of the game or simulation at the beginning of game play and as part of implementation.


Rewards
Consider the character’s individual success within the context of helping the “boss” or the team accomplish success.
Provide rewards that indicate both professional and personal success.
Provide rewards that indicate team and “societal” success within the context of work and personal life balance.


Tone
Some formality is preferred.
Consider a tone and dialogue that is casual throughout the story.
Carry a casual tone and dialogue throughout the story and interaction.


Information and Activities
Boomer
Gen X
Gen Y


Introduction
No specific suggestions based on the generational characteristics.
Limit the introduction and storyline or provide options for minimizing the storyline and let learners jump in right away with role-playing and skill practice.
Limit the introduction and storyline or provide options for minimizing the storyline and let learners jump in right away with role-playing and skill practice.


Timeframe
Present the content in an environment that mimics the real world versus a metaphorical one.
Consider information and activities that do not follow a normal series of events or timeframes.  Emphasize failure when skipping important steps or ignoring rules can lead to dire consequences (including videos of real-world examples of such) and emphasize reward when skipping steps and bending the rules makes sense.
Enable short, quick experiences in the game over an extended timeframe


Media/Interaction
Include access to web sites, company policies, product manuals, video/audio and other people.  Allow synchronous or asynchronous connections to real people as part of play, but reduce the amount of multi-player interactions.
Use video and lots of graphics.
While media is an important part of the experience, use text-based information and activities as well.


Information
Provide opportunities for easy information access outside of the core interface.   Provide access to information beyond that absolutely necessary to play, but do so as an optional component or at the end of play.
Allow the player to evaluate the value of information and the information source as part of their journey.  Don’t be afraid to present access to a lot of information or opportunities for information all at once.  Ask the learner to keep track of information that might be required for later in the game.
Present access to a lot of information or opportunities for information.  Ask the learner to analyze the information to determine its application to solving the problem in the game or simulation.


Feedback
Boomer
Gen X
Gen Y


Feedback Frequency
Present feedback from the “boss”, including representing the boss’s approval rating throughout.
Provide feedback regularly throughout, including opportunities for coaching before starting a critical path or making key decisions.
Provide feedback regularly throughout and provide immediate feedback to almost any action in the game or simulation.


Feedback Context
Consider allowing the player to score their own performance as part of debrief and feedback in the game/simulation and show the individual score/results in the context of other players scores. 
Provide feedback in the context of the individual’s success or failure toward achieving professional and personal success.
Indicate feedback in the context of their role in achieving the goal or solving the problem in the game or simulation and how their performance might impact the team.  Provide feedback in the context of the individual’s success or failure toward achieving professional and personal success.


Feedback Detail
Represent the player’s success as a status of their progress towards a goal through a meter or progress bar.  Explain the consequences of action or inaction as part of the experience with the context of limited resources.  Provide the opportunity for expanded feedback at the player’s discretion. 
Provide informal feedback from characters that might be friends of colleagues of the main character.
Consider providing detailed feedback, but do so in an informal tone.


Summary/Conclusion of Play
Boomer
Gen X
Gen Y


Review Context
Indicate the individual status as well as the organization’s
Provide a review of the experience within the context of individual character/personal goals
Provide a review of the experience and how/what the learner could have done for a different outcome within the context of the team and achieving goals/deadline.


Review Game Play
Emphasize success or failure versus an overview of the experiences.
Provide a review of the experience and how/what the learner could have done for a different outcome.
Relate back to the greater good that might result from the learner’s actions in the game play and how their skill development might impact the greater good in their work/personal environment.


Additional Learning Activities
Consider a group review or debrief of play and outcomes in a synchronous format; face-to-face or online
Consider a group review or debrief of play and outcomes in an asynchronous and synchronous format; face-to-face or online.
Indicate what other learning activities might help to improve their performance.


Implementation
Boomer
Gen X
Gen Y


Technology Focus
Downplay the “coolness” of learning through games. 
Downplay the technology and emphasize the story of the game and how it relates to real-world individual goals.  But, emphasize the approach as a new and innovate way to get results from training
Downplay the technology and even novelty of the solution being “game play for learning.”  Yers have grown up with all types of games and communications.  Gaming is not new to them nor is the use of games and simulations for learning.


Focus of Game Solution
Promote gaming as the best way – short of on-job experience – to simulate the “real world”, and to take into account the multiple variables that learners encounter there.
Promote the experience based on other players’ reviews.  Introduce the game through email, but consider a “launch” or question and answer session in a face-to-face setting as a follow-up to the email access to emphasize the importance of the game or simulation.
Introduce the game or simulation as a way to improve their performance and increase their contribution to the team’s success.



 

Address preferences throughout the generations:

	Give learners a chance to select their character from a pool of “realistic” and fictional characters that represent a variety of organizational/professional statuses.
	Indicate the learning benefit of the game or simulation to the individual at the beginning of game play.
	Indicate the consequences of the game action or inaction and indicate success for the individual character, the character’s “team” and the organization within the context of playing the game to defeat an “evil doer.”
	Indicate how professional success in the game play potentially impacts personal and societal success and vice versa.  
	Create dialogue and feedback in a professional, but casual tone.  Present main titles in formal text with less formal subtext.
	Let learners get started right away!  Don’t provide paragraph’s/screens of introduction before game play begins, but provide an option for learners to get more detail about game play and storyline if they want it.
	Allow variable timeframes within the game that allow dynamic game play as well as realistic series of events.
	Use an appropriate amount of media within the game play, but concentrate on interaction and immersion within the game (including the option for synchronous or asynchronous connections to real people as part of play) versus media-centric production.
	Present enough information in the game play to make progress in the game, and provide detailed information as an optional component of game play that will allow the player to excel.  Consider providing additional detail that may be contrary to game success as well so that the learner must evaluate the value and quality of the information.  Also consider additional access to information outside the game play that will support success in the game.
	Provide feedback throughout game play through status indicators and feedback from supporting “characters” in the game.  Also provide summary feedback that provides an opportunity for the learner to evaluate their own play, including showing their score/results relative to other players’ performance.  Indicate feedback based on the individual character’s, the “team’s” and/or the organization’s success. 
	Emphasize overall success or failure at the conclusion of game play, but provide an option for specific review of the experience including how/what the learner could have done differently at key points to improve the final outcome.
	Overall, consider an “out of game” debrief that reviews game play and connects it to the real-world activities that learners participate in each day.  Also provide opportunities to access advanced materials and additional learning opportunities that will continue to enhance performance as part of the debrief.
	Don’t focus on the technology or the fact that the learning solution is a “game” as part of implementation.  Rather, focus on the solution as the best way for learners to gain experience and practice critical skills and the individual and organizational impact the experience will have.
	Launch the game or simulation through multiple channels including the LMS, email, face-to-face meetings/discussions and synchronous online sessions that emphasize the storyline, the goals, feedback from play testers and the potential impact of the game play on individual and organization success.

It’s been fun to think about how different generational characteristics might impact game play,  game design and implementation throughout these posts.  In the end, any way that can help the learner have an “individualized” experience through various levels of user control is a positive approach in any learning solution.  Generational preferences are one way to consider those control points and variables.

This reflects just one of the topics to be explored at LEEF, the Learning and Entertainment Evolution Forum on June 17-18. LEEF is an interactive professional development event showcasing the convergence of learning and entertainment technologies and exploring the organizational, design and technical challenges for adopting games and simulations for learning.  Join Andy and presenters such as Jerry Heneghan of Applied Research Associates, Mike Cuffe, VP at Farmer’s Insurance, Phaedra Boinodiris of IBM, Koreen Olbrish of Tandem Learning, and more at LEEF this summer! The event will take place in Central Pennsylvania at Harrisburg University.  Go to www.LEEF2010.net to learn more about the program!</itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/05/gameration-4-implementing-games-and-simulations-within-a-generational-context/</feedburner:origLink></item>
		<item>
		<title>Avatars help train social workers</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/nRMvIZcy4Tk/</link>
		<comments>http://leefblog.com/2010/05/avatars-help-train-social-workers/#comments</comments>
		<pubDate>Tue, 18 May 2010 17:59:06 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[learning and entertainment technologies]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=380</guid>
		<description><![CDATA[This article by Lydia Dishman posted on the Fast Company website demonstrates another invaluable use of avatars and serious games.
Lieutenant Rocco’s recently returned from deployment in Iraq and he’s having trouble acclimating. He sits near the edge of a sofa in his social worker’s office, still dressed in fatigues, and sporting a buzz cut. Even [...]]]></description>
			<content:encoded><![CDATA[<p><em>This article by Lydia Dishman posted on the Fast Company website demonstrates another invaluable use of avatars and serious games.</em></p>
<p>Lieutenant Rocco’s recently returned from deployment in Iraq and he’s having trouble acclimating. He sits near the edge of a sofa in his social worker’s office, still dressed in fatigues, and sporting a buzz cut. Even though he says he’s okay, he admits to getting flack from his boss about his lack of productivity and that he’s arguing with his wife. &#8220;There are things I don’t want to talk about with her. Things I can’t get out of my head,&#8221; he says.</p>
<p>The more you listen in on Lieutenant Rocco’s session, the easier it becomes to forget the slightly odd cadences of his speech and the blocky outlines of his clothing which point out that the Lieutenant isn’t a real person. He’s a digital avatar designed to be a training tool as part of <a href="http://sowkweb.usc.edu/">University of Southern California School of Social Work</a>’s curriculum for the Master of Social Work degree with a Sub-concentration in Military Social Work. A virtual patient like Lieutenant Rocco teaches prospective counselors how to deal with soldiers returning from duty where they may have witnessed life-altering atrocities.</p>
<p>Read the full article at: <a href="http://www.fastcompany.com/1648674/learning-to-heal-wounded-warriors-with-digital-avatars">http://www.fastcompany.com/1648674/learning-to-heal-wounded-warriors-with-digital-avatars</a> and learn about create new ways to use avatars and serious games at LEEF 2010.</p>
<p>Go to <a href="http://leefblog.com/">http://leefblog.com/</a> to register now!</p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/nRMvIZcy4Tk" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>1</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>This article by Lydia Dishman posted on the Fast Company website demonstrates another invaluable use of avatars and serious games.

Lieutenant Rocco’s recently returned from deployment in Iraq and he’s having trouble acclimating. He si</itunes:subtitle><itunes:summary>This article by Lydia Dishman posted on the Fast Company website demonstrates another invaluable use of avatars and serious games.

Lieutenant Rocco’s recently returned from deployment in Iraq and he’s having trouble acclimating. He sits near the edge of a sofa in his social worker’s office, still dressed in fatigues, and sporting a buzz cut. Even though he says he’s okay, he admits to getting flack from his boss about his lack of productivity and that he’s arguing with his wife. &amp;quot;There are things I don’t want to talk about with her. Things I can’t get out of my head,&amp;quot; he says.

The more you listen in on Lieutenant Rocco’s session, the easier it becomes to forget the slightly odd cadences of his speech and the blocky outlines of his clothing which point out that the Lieutenant isn’t a real person. He’s a digital avatar designed to be a training tool as part of University of Southern California School of Social Work’s curriculum for the Master of Social Work degree with a Sub-concentration in Military Social Work. A virtual patient like Lieutenant Rocco teaches prospective counselors how to deal with soldiers returning from duty where they may have witnessed life-altering atrocities.

Read the full article at: http://www.fastcompany.com/1648674/learning-to-heal-wounded-warriors-with-digital-avatars and learn about create new ways to use avatars and serious games at LEEF 2010.

Go to http://leefblog.com/ to register now!</itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/05/avatars-help-train-social-workers/</feedburner:origLink></item>
		<item>
		<title>Will Technology Enhance Learning in the Future?</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/Vi62r1_9M7w/</link>
		<comments>http://leefblog.com/2010/05/will-technology-enhance-learning-in-the-future/#comments</comments>
		<pubDate>Mon, 17 May 2010 13:50:52 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=373</guid>
		<description><![CDATA[ 
Derek Morrison discusses his views on the possibilities of technology in 2015. He uses the historic evolution of technology and its role in education to project where technology will go and what it will be used for in the future. But Morrison pauses to argue what technology in education should offer the learner. That is to say that while there may be [...]]]></description>
			<content:encoded><![CDATA[<p><em> </em></p>
<p>Derek Morrison discusses his views on the possibilities of technology in 2015. He uses the historic evolution of technology and its role in education to project where technology will go and what it will be used for in the future. But Morrison pauses to argue what technology in education should offer the learner. That is to say that while there may be endless possibilities, not all are effective in providing excellent learning solutions.  </p>
<p>Go to <a href="http://www.auricle.org/auriclewp/?p=4152">http://www.auricle.org/auriclewp/?p=4152</a> to read the full article.</p>
<p><em>How do you see technology transforming the future of education? Does technology truly provide innovative learning solutions? If not, how can technology be used to be effective?</em></p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/Vi62r1_9M7w" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle> 

Derek Morrison discusses his views on the possibilities of technology in 2015. He uses the historic evolution of technology and its role in education to project where technology will go and what it will be used for in the future. B</itunes:subtitle><itunes:summary> 

Derek Morrison discusses his views on the possibilities of technology in 2015. He uses the historic evolution of technology and its role in education to project where technology will go and what it will be used for in the future. But Morrison pauses to argue what technology in education should offer the learner. That is to say that while there may be endless possibilities, not all are effective in providing excellent learning solutions.  

Go to http://www.auricle.org/auriclewp/?p=4152 to read the full article.

How do you see technology transforming the future of education? Does technology truly provide innovative learning solutions? If not, how can technology be used to be effective?</itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/05/will-technology-enhance-learning-in-the-future/</feedburner:origLink></item>
		<item>
		<title>IBM Unveils New “Serious Game” To Tackle Urban Challenges</title>
		<link>http://feedproxy.google.com/~r/LeefBlog/~3/3ZdvTTIMxW8/</link>
		<comments>http://leefblog.com/2010/05/ibm-unveils-new-serious-game-to-tackle-urban-challenges/#comments</comments>
		<pubDate>Thu, 13 May 2010 13:23:42 +0000</pubDate>
		<dc:creator>LEEF</dc:creator>
				<category><![CDATA[eLearning]]></category>
		<category><![CDATA[learning and entertainment technologies]]></category>
		<category><![CDATA[leef]]></category>

		<guid isPermaLink="false">http://leefblog.com/?p=369</guid>
		<description><![CDATA[The Society for Applied Learning Technology or SALT website recently posted a news release announcing that IBM is unveiling a new serious game that uses a multiplayer, sim-style game to address real-world challenges in urban settings. 
Armonk, NY – 03 May 2010 – IBM today announced CityOne, a new &#8220;serious game&#8221; that can help customers, business [...]]]></description>
			<content:encoded><![CDATA[<p><em>The Society for Applied Learning Technology or SALT website recently posted a news release announcing that IBM is unveiling a new serious game that uses a multiplayer, sim-style game to address real-world challenges in urban settings. </em></p>
<p><strong><em>Armonk, NY – 03 May 2010 –</em></strong><strong> </strong>IBM today announced CityOne, a new &#8220;serious game&#8221; that can help customers, business partners and students discover how to make cities and their industries smarter by solving real-world business, environmental and logistical problems. Based on decades of experience in solving business challenges in creative ways, IBM “serious” games are designed to train the workforce of tomorrow. Details on the latest serious game from IBM will be unveiled on May 4, during the IMPACT 2010 conference in Las Vegas.</p>
<p>Historically, simulation gaming has been used extensively in the military, by athletes and by scientists to discover effective new strategies and techniques and develop the skills needed to implement them. These simulations have migrated into the entertainment space and spawned a new generation of what are known as massively multiplayer online games (MMOGs). In these online games, players from all over the globe log into realistic and real-time virtual worlds via the Internet; they learn different roles and skill sets, and come together in self-selecting teams to collaborate and carry out missions in pursuit of common goals. Businesses have realized the value of this and are deploying their own games to create life-like simulations of real markets, customers and business situations that they deal with every day. </p>
<p>&#8220;Enterprises are increasingly adopting Web 2.0 collaboration tools to appeal to a new generation entering the workforce that grew up immersed in social media technologies,&#8221; said Lisa Rowan, director HR, Learning, and Talent Strategies research IDC. &#8220;Training will need to follow suit by incorporating interactivity and gaming to be relevant to this new workforce.&#8221; </p>
<p>To read the full article go to <a href="http://www.salt.org/salt.asp?pn=industry&amp;ss=l">http://www.salt.org/salt.asp?pn=industry&amp;ss=l</a></p>
<p><em>What are the implications of this &#8220;game&#8221;? Could this be repurposed for other situations or real challenges in society, politics, or the environment?</em></p>
<img src="http://feeds.feedburner.com/~r/LeefBlog/~4/3ZdvTTIMxW8" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://leefblog.com/2010/05/ibm-unveils-new-serious-game-to-tackle-urban-challenges/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<itunes:author>LEEF</itunes:author><itunes:subtitle>The Society for Applied Learning Technology or SALT website recently posted a news release announcing that IBM is unveiling a new serious game that uses a multiplayer, sim-style game to address real-world challenges in urban settings. 

</itunes:subtitle><itunes:summary>The Society for Applied Learning Technology or SALT website recently posted a news release announcing that IBM is unveiling a new serious game that uses a multiplayer, sim-style game to address real-world challenges in urban settings. 

Armonk, NY – 03 May 2010 – IBM today announced CityOne, a new &amp;quot;serious game&amp;quot; that can help customers, business partners and students discover how to make cities and their industries smarter by solving real-world business, environmental and logistical problems. Based on decades of experience in solving business challenges in creative ways, IBM “serious” games are designed to train the workforce of tomorrow. Details on the latest serious game from IBM will be unveiled on May 4, during the IMPACT 2010 conference in Las Vegas.

Historically, simulation gaming has been used extensively in the military, by athletes and by scientists to discover effective new strategies and techniques and develop the skills needed to implement them. These simulations have migrated into the entertainment space and spawned a new generation of what are known as massively multiplayer online games (MMOGs). In these online games, players from all over the globe log into realistic and real-time virtual worlds via the Internet; they learn different roles and skill sets, and come together in self-selecting teams to collaborate and carry out missions in pursuit of common goals. Businesses have realized the value of this and are deploying their own games to create life-like simulations of real markets, customers and business situations that they deal with every day. 

&amp;quot;Enterprises are increasingly adopting Web 2.0 collaboration tools to appeal to a new generation entering the workforce that grew up immersed in social media technologies,&amp;quot; said Lisa Rowan, director HR, Learning, and Talent Strategies research IDC. &amp;quot;Training will need to follow suit by incorporating interactivity and gaming to be relevant to this new workforce.&amp;quot; 

To read the full article go to http://www.salt.org/salt.asp?pn=industry&amp;amp;ss=l

What are the implications of this &amp;quot;game&amp;quot;? Could this be repurposed for other situations or real challenges in society, politics, or the environment?</itunes:summary>	<feedburner:origLink>http://leefblog.com/2010/05/ibm-unveils-new-serious-game-to-tackle-urban-challenges/</feedburner:origLink></item>
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