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Virtual Games for Real Learning: Fast, Cheap, Effective
Marie Jasinski and Sivasailam Thiagarajan, PhD
As
Principal Lecturer at MindMedia, Douglas Mawson Institute,
South Australia, Maries brief is to explore and model innovative
practice in the design and application of new learning technologies
to achieve more flexible learning. Marie is a member if the LearnScope
National Coordination Team with particular responsibilities for
the LearnScope Virtual Learning Community at http://www.learnscope.anta.gov.au
Thiagi is President of Workshops by Thiagi
Inc. which is based in Indiana USA. He is also an Adjunct
Professor at Indiana University. Thiagi is recognised and respected
as a world leader in the design and facilitation of games and
simulations for training adults. He also edits the monthly Thiagi
GameLetter, published by Jossey-Bass Pfeiffer.
Description
This paper documents our observations and experiences in the use
of a games-based methodology using email. It provides background
information, a brief description of three of our current collection
of 15 games, player reactions and additional findings based on
participant responses. It provides an overview of the issues to
consider when designing and facilitating email games.
Presentation
Abstract
For the last three years, we have designed, facilitated and evaluated
a series of Web-based games on a range of topics with over 1000
practitioners mostly within the vocational and corporate training
sectors in Australia and the USA. Our observations and feedback
from the players have led us to reinforce what we suspected: that
unglamorous, low-tech but highly functional communications technology
like e-mail, bulletin boards, and chat can be used as primary
tools to promote and encourage collaborative interactive learning
online. This article documents our observations and experiences
in the use of e-mail games.
Keywords
Online, e-mail games, communication technologies, interactive,
experiential, motivation, design, facilitation, debriefing, open-ended,
higher order cognitive skills, generate and process content.
Terminology
While we call these activities "training games", they
go beyond training, extending into other strategies for performance
improvement. In some contexts "game" seems to be a loaded
word and stirs debate which is often tangential to our objective.
In such situations, we simply revise the terminology to position
our activity more appropriately; games become labeled electronic
experiential activities, modified Delphi technique
or interactive learning experiences.
Why
virtual games?
Educational and training organisations have invested significantly
in the development, support, and management of online learning
environments. Yet as they move more fully into the implementation
phase, there are mixed reports about the effectiveness of these
environments. While outstanding successes are being showcased,
there are many online training products gathering dust on virtual
shelves.
Attracting learners, teachers, trainers, and other stakeholders
to adopt an online learning environment, seems a bit like handing
out samples of a new product line in a supermarket. Customers
certainly come and taste, and may even buy a trial size pack,
but sampling does not always lead to sustained use.
While enough learners enrol in online courses and some successfully
complete them, others do not stay or return. Keeping learners
from dropping out is a challenge for many online facilitators,
teachers, and trainers. Many instructional designers and facilitators
are currently exploring strategies for motivating learners to
not only come but also to stay, contribute, and return to the
world of online learning. This article focuses on one particular
perspective: how to encourage person-to-person interactivity with
a games-based methodology using e-mail.
Promoting person-to-person interaction online
Interactivity is promoted as a most valuable feature of online
learning. Focused on the screen, hand on the mouse button, and
leaning forward, learners are poised for interaction! There are
many different classes of interaction (Gayeski, 1980) ranging
all the way from clicking the mouse button to continue or to choose
among options, to receiving personalised feedback and branching
based on the computer creating a real-time model of the user.
A closer look at many instructional offerings online reveals that
much of this interactivity merely connects the learner with the
content. We do not believe this is enough. Many adult educators
agree that the most effective types of interactivity involve people-to-people
connections. This model of learning as social collaboration is
at the heart of email games.
In an email game, a facilitator and a group of players address
a key issue by sending and receiving email messages during several
rounds of play spread over days or weeks. Typical email games
exploit the ability of the Internet to ignore geographic distances
and capitalise on the ability of participants to generate and
process content. In the early rounds of play, the interaction
is between players and the facilitator, while in later rounds,
players come together to discuss processed content and to debrief.
In addition to training, we use email games for benchmarking and
ideas-sharing activities. Some of our games have been played in
a professional development context in the LearnScope Virtual Learning
Community at http://www.learnscope.anta.gov.au.
(LearnScope is a national Australian professional development
program aimed to encourage teachers and trainers in the vocational
education and training sector to utilise online technologies to
achieve more flexible learning.) Email games have also been played
with members of the American Society for Training and Development
and the North American Simulation and Gaming Association. In addition,
we have created our own email group of volunteer players from
different countries around the world. We also provide a design
service to teachers and corporate trainers who have adopted and
adapted our games for their own training contexts.
Here are brief descriptions of three email games.
Depolariser
This role-playing game uses email and a bulletin board to produce
more informed perception of controversial issues as its learning
outcome. Depolariser is based on the philosophy that many issues
we treat as problems to be solved are actually polarities to be
managed. We begin the game with an open-ended question (example:
Do lurkers learn?). During the six rounds of the game,
players explore this issue from both a personal perspective and
also from a designated role. By informing the players about the
range of positions, we increase their awareness of the spread
of opinions around the issue. By having players randomly role-play
extreme positions, we encourage them to think about different
points of view. By reviewing extremely polarised comments, we
help players make more informed decisions. The game typically
encourages players at extremes to get closer to the average. Thus,
it may not change anyones opinion, but it increases players
level of awareness of alternative points of view.
Galactic Wormhole
The learning outcome from this email game is a higher-level analysis
and understanding of factors that influence specific positive
and negative consequences. In this role play game, players participate
in a time-travel scenario to explore an issue relevant to their
context (example: the status of online learning for vocational
training in the year 2004). Each player is given either a
utopian scenario in the form of a newspaper headline (Australian
Vocational Education and Training Sector Leads the World in Online
Learning) or a dystopian scenario (Australian Vocational
Education and Training Lags the World in Online Learning).
Players are randomly assigned one of these two scenarios and given
one of five stakeholder roles of trainer, learner, manager, decision
maker, or industry client. Each player is then asked to submit
a 150-word story outlining how his or her designated stakeholder
contributed to either this utopian or dystopian future. These
scenarios are submitted to the facilitator who collates and posts
them in a bulletin board under the stakeholder role. After reviewing
all the optimistic and pessimistic scenarios, players submit their
five top ideas for ensuring a utopian future. Finally, players
vote on critical issues that need to be addressed to ensure the
utopian future, then join a facilitated debrief using the bulletin
board.
C3PO
The learning outcome from this email game is collaborative problem
solving. C3PO stands for Challenge, Pool, Poll Predict, Outcome.
In Round 1 of C3PO, players receive an open-ended challenge
(example: How do you increase person-to-person interaction
in Internet-based training?). Each player sends three ideas
to meet this challenge. In Round 2, the facilitator sends the
resulting pool of ideas back to the players and asks them to generate
a priority list. Players read through the pool of ideas, select
the three that personally appeal to them most, and send them to
the facilitator. In Round 3, players review the original pool
of ideas, make a prediction of how the entire group would have
voted and identify the top set that would have received the most
votes.
So during the Round 2 selection process, the players consider how
they personally feel and react to the ideas. During the Round
3 prediction process, the players put themselves in other players'
positions and estimate the reaction of the population. As one
player put it, "The prediction step forces you to stop thinking
wishfully, projecting your preferences, and become absolutely
objective". The player with the closest prediction is
the winner! After the results are announced, players participate
in an online forum to debrief the game.
Results
During the past three years, we have conducted 64 email game sessions,
each lasting an average of 5 rounds spread over a 3-week period.
More than 1,250 players have participated in these games, sending
us several thousands of email messages on a variety of topics
and issues.
In addition to the inputs from the players, we have some additional
sources of qualitative data:
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Spontaneous and voluntary feedback from the players about
their reactions to the email games and suggestions for
improving the structure and the process of the games
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Comments from players in response to email, telephone,
and face-to-face interviews
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Comments, suggestions and feedback from a subgroup of players
who have accepted our invitation to provide additional
information
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Reports from other trainers and facilitators who have adopted
and adapted the email game templates for use with their
own groups to explore local issues and problems.
Player Reactions
Here are some factors related to email games that have emerged
consistently in an analysis of comments from different sources.
Email is familiar, available, cost-effective and widely
used. User confidence with email means the focus can be on
the learning process without being distracted by unfamiliar technology.
Email is very inclusive, as online novices and those with more
expertise can participate on an equal footing.
Email comes to the desktop. No passwords are needed
and there are no download holdups. The game is integrated
with the daily work of players, minimising the effort required
for participation. The convenience factor of a push technology
like email appeals to many players.
Email games promote effective learning. This person-to-person
approach is different from the person-to-computer methods
used for many computer games. In addition, the games require
active participation as players must generate and process
the content. If players dont contribute, there is no
game.
Email games transcend space and time constraints. The
distributed asynchronous process permits colleagues anywhere
in the world to share their expertise and to address common
issues. Several of our games have involved players from the
US, Australia, Greece, Canada, France, India, Poland, Israel,
Argentina, Mexico, and the United Kingdom. As the deadline
for each round contains sufficient time, players at different
time zones can arrange their participation to suit their personal
schedule.
The process is motivating and engaging but not time-consuming
or laborious. The division of a game into rounds creates
anticipation and is not time demanding. Even if players miss
a round, they still receive the results, so can join in the
next round without losing too much of the flow.
Players can be anonymous. This aspect of email games
attracts active participation by many people who normally
"lurk". Anonymity allows people to be more candid
and extreme in their opinions without fear of reprisal or
ridicule. We have also effectively used play names to increase
this anonymity.
Email games achieve productive outcomes. These games
generate ideas, solve problems and encourage dialogue on topics
and issues that are relevant and salient to the participants.
Email games are continuously improved. The in-built
iterative feedback process through structured debriefing provides
dynamic formative evaluation for immediate refinements that
even better meet user needs.
Email games are versatile and inclusive. We have different
game templates suitable for the full range of performance-improvement
needs: informing, applying, analysing and synthesising. The
games have been used for strategic planning, problem solving,
brainstorming, and exploring controversial issues.
Additional
Findings
Here are some additional findings of a quantitative nature, based
on participant responses:
Participation as a function of response requirement.
All email game discussions are prompted by one or more open-ended
questions or tasks that are similar to those used during brainstorming
sessions. In general, the data indicate that the shorter the response
required of the participant, the more likely they are to participate.
Timing of responses. Most participants tend to either
respond immediately after the instructions for a round of
play are posted or just before the deadline for the round.
If short responses are required, participants tend to respond
immediately. For longer responses, they tend to wait until
the last moment. Many players respond well to a prompt.
Total disclosure. Participants prefer to have their
inputs displayed, even if they are not selected by peer judges
or used for further processing during the ensuing rounds.
Web page support for email messages. If a round of play
has lengthy instructions or significant player input, the
combination of email and a Web page appears to elicit more
participation than a lengthy email alone. In these instances,
email provides an overview and summary and then links to a
Web page which contains more detailed instructions and/or
a complete list of player contributions.
Amount of instructions and text. A key to engaging the
participant is to maintain a balance between the rigidity
of too much structure and the confusion of too little structure.
This optimum state varies from one group to another. However,
keeping the text short to minimise reading effort and scrolling
seems to increase the response rate.
Keeping score. Although a few participants complain
about scores creating unhealthy competition, the majority
appears to take these scores seriously as one element of quantitative
feedback. Announcing "winners" of a round seems
to help sustain interest.
Discrete events. E-games have a start and finish date
and a deadline for each round of play. Many participants indicate
they prefer this discrete and facilitated learning event
rather than the ongoing and unstructured process of many discussion
forums.
Extrinsic incentives. Simple recognition and inexpensive
prizes tend to increase player participation in a game. Placing
the names of top-scoring players in a "Hall of Fame" Web-page
and awarding prizes (usually in the form of books or small
tokens) to "winners" appear to elicit increased participation.
These types of extrinsic incentives are particularly useful
during later rounds of a lengthy game.
Designing
E-mail games
E-mail games are easy to adopt and adapt. The templates for these
games are deliberately designed to permit easy replacement of
old content with new. In other words, the content changes, but
the process stays the same. Once players have participated in
a game, they can easily modify it for use in their own training
context.
However, there is much more to a successful e-mail game than plugging
in new content and knowing that the process will work. Besides
choosing the right game template, we need to consider different
design components when deciding whether an e-mail game is appropriate
for a training context.
The task: What to do want your learners to do?
Will a game be an appropriate strategy to achieve a learning task?
The technology: Do your learners have the appropriate
hardware, software, and technical support to enable them to
effectively participate in an e-mail game?
The media: Is a text-based media like e-mail an appropriate
way to achieve the learning task and a suitable technology
for your user group?
Players: Does the learning context enable players to
effectively participate in e-mail games? Issues to consider
include voluntary versus mandatory participation, learning
location, computer literacy, and type of support provided.
People have different learning preferences and this can be
a big challenge for some. Some free spirits get irritated
by the contrived and artificial rules of the games. They'd
prefer an uncontrolled discussion.
Facilitation: Do you have the time, commitment and skill
to facilitate a virtual game?
Facilitating
E-mail Games
The heart of the matter for a successful virtual game is effective
facilitation. Although players generate and process the content,
the facilitator orchestrates the game. To provide a seamless virtual
game, facilitation requires technical, administrative, interpersonal
and instructional design functions. Heres a quick look at
these factors.
Technical
Facilitators need a working knowledge of the communication technologies
they will be using to play virtual games as well as spreadsheets
for data management. If players experience technical difficulties
or get confused with the forum software, they will most often
turn to the facilitator for assistance. Developing a FAQs response
file allows the facilitator to be responsive to most queries.
Administrative
As responses to e-mail games arrive they must be processed quickly
and accurately in preparation for the next round of play. Accurate
and systematic record keeping, like player tracking, collation
of input, and sending out of next rounds are critical to the smooth
flow of e-mail games.
Interpersonal
While the game templates provide the steps needed to play a game,
facilitating a game is more than a mechanical process. Setting
the scene, sustaining motivation, and debriefing relies on the
human factor and a fair degree of interpersonal skill. Facilitators
need to monitor the progress of a game and determine when to change
pace, contact individual players and change the tone of the play.
Player participation patterns vary. Some players reply promptly,
others leave it to the last minute, some miss rounds but contribute
to others and some will register but never contribute.
Instructional design
Virtual Games require a dynamic instructional process. The facilitator
is close to the players and in a position to be responsive to
feedback. As the games are played in rounds, it is easy to use
a just-in-time instructional design process. If something is not
working, it can be readily changed.
The
Game as an Excuse for the Debrief
Players can have a great time participating in an e-mail game but
learn nothing. To ensure that the games have maximum impact on
performance improvement, debriefing is perhaps the most important
component of an e-mail game.
Debriefing provides the opportunity for reflection to take place.
This helps facilitate the transfer of learning from the game to
the work context. As a follow-up to our e-mail games, we use a
threaded-discussion forum for debriefing. This forum provides
an opportunity for players to meet and share their experiences.
We have developed a debriefing template which can be adapted to
each context by the facilitator. Typical debriefing questions
include: How do you feel? What did you learn? What three issues
stood out? What could be done differently? How does this apply
to your workplace?
Virtual games are serious fun and offer a challenging way to quickly
and effectively process open-ended divergent questions that require
application, analysis and synthesis.
Reference
Gayeski, D. M. Designing and managing computer mediated learning:
An interactive toolkit.(3rd Ed.). Ithaca, NY: Omnicom
Associates.
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