Serious Games – What’s In It for My Organization? By Barbara Sealund

You get more direct knowledge and skill transfer to the job.

Trainers and front-line supervisors alike have long observed that emotion encodes experience in memory. The competition inherent in games provides that emotional boost to learning and its transfer to the job. Any athlete or coach will tell you that repetition plus the emotion of competition makes practice most effective.

In the business world, game-based simulations of realistic situations allow for “safe failures” so the participants can learn from trial-and-error, one preferred learning mode for learners who exhibit leadership talent with a can-do attitude. The gaming experience rewards decision-making and reasonable risk-taking, can add coaching along the way, and provides diverse experience in thinking skills themselves – not just getting the one right answer.

These benefits have been observed and reported anecdotally for decades and explained in part by studies of brain function. (Ruth Palumbo Weiss, Emotion and Learning – implications of new neurological research for training techniques, on BNet.)

Empirical research proves it.

Now, ground-breaking empirical studies conducted upon business and economics students by the Department of Defense have proven the job-transfer benefits of game-enhanced learning (the experimental group) over other modes of learning alone (the control group).

“Three research studies were conducted at a national university to examine the difference in academic achievement among students who did and did not use video games in learning. Three different video games were added to approximately half the classes of freshmen Introduction to Business and Technology courses, 3rd year Economics courses, and 3rd year Management courses. Identical testing situations were used in all courses while data collected included game use, test scores, gender, ethnicity, and age. ANOVA, chi-squared, and t tests were used to test game use effectiveness. Students in classes using the game scored significantly higher means than classes that did not. There were no significant differences between genders, yet both genders scored significantly higher with game play. There were no significant differences between ethnicities, yet all ethnic groups scored significantly higher with game play. Students 40 years and under scored significantly higher with game play, while students 41 and older did not. These studies add definitive research in the area of game-based learning. The DOD now has studies proving the efficacy of digital game-based learning and how it can improve learning.” (See Richard Blunt, Ph.D., “Does Game-Based Learning Work? Results from Three Recent Studies.” The published version of this paper was presented at the I/ITSEC conference in November, 2007. An abstract is available at http://digiplay.info/node/3143.)

Those means-based results reflect simple post-test numbers. Your organization’s performance measurements can provide even more meaningful metrics related directly to employees’ performance criteria and objectives. To discover the bang serious games give for your buck, start using them and measuring the performance results.

Serious Games Effectiveness Research By Barbara Sealund

Sealund’s Performance Improvement team has been researching the empirical evidence of the effectiveness of Serious Games, with which to assure our clients that Serious Games achieve serious performance. We know from experience that workplace performance, based on retention of knowledge and transfer of knowledge and skills directly to the job, depends on the learners’ depth of engagement in learning experiences. So it makes sense that learners’ intense engagement in Serious Games, such as simulation-based games, would enhance both retention and transference of newly learned abilities – and provide a valuable ROI, as well as ROE.

Little Empirical Corporate Research Published

Bottom line – our review of published research demonstrated the high level of Serious Games’ effectiveness when selected as the appropriate instructional medium. We also want to share with you some of the complexities we discovered in the research itself. As we investigated the empirical research, we found that some researchers found transference of soft skills to the workplace difficult to measure, and that some analysts’ statements about the implications of findings are ambiguous. These predicaments may result from the fact that the bulk of published research has occurred in academic environments, business schools whose students’ on-job effectiveness could not be measured. Corporations that analyze training’s transference to the job as a means of performance improvement rarely publish their findings publicly.

Statistical and Anecdotal Research Findings

Particularly interesting for its observations on the significance of instructional design in achieving optimal learning outcomes, one 2005 meta-study reviews “the outcomes claimed in journal articles that report empirical work, indicating the usefulness of the frameworks, and the necessity to consider the role of affective learning. The article ends with some comments on the relationship of instructional design to effective games and learning outcomes.” [Classification of Learning Outcomes: Evidence from the Computer Games Literature. Harold F. O’Neil, Richard Wainess, Eva L. Baker. Curriculum Journal, Volume 16, Issue 4, December 2005.]

In one specific (if very early) study, business school students who completed a series of business simulations modules commonly reported that the simulation was the first time they truly understood the financial modeling and analysis concepts they had studied theoretically. In the simulations, they could apply those theories, base decisions on them, and experience the consequences. [What’s in It for Me? Over, Under, and Around Using a Computerized Business Simulation. James Estes, University of South Carolina. Journal of Experiential Learning and Simulation, Volume 1, Number 1, 1979.]

Simulation and gaming give learners the chance to apply theories and techniques in business-oriented simulations. One study found that “especially [for simulations] involving quantitative techniques, it is often difficult to isolate the decision making process from the mechanics of the simulation.” The computer-based simulation designed for this study was meant to alleviate that problem. This study’s conclusions report that “students have always reacted with enthusiasm. IMS [Inventory Management Simulation] has exceeded our expectations as a teaching device.” Empirically, “two groups of students in an operations management course were given the identical exposure to inventory management except that one group ran IMS and the other did not. Both groups were given a multiple-choice exam, which included five basic knowledge questions on independent demand inventory systems. The group using IMS scored a mean of 4.23 (S=1.23) out of 5 correct and the group not using IMS scored a mean of 2.89 (S=1.37) ©out of 5 correct. The difference between the means is significant at the 0.0006 level.” [An Inventory Management Simulation. James A. Pope. Old Dominion University, Department of MIS/Decision Sciences. Journal of Experiential Learning and Simulation, Volume 3, Number 3 & 4, 1981.]

Another meta-review of research on Serious Games’ effectiveness, found: “Some games provide effective instruction for some tasks some of the time, but these results may not be generalizable to other games or instructional programs. No evidence indicates that games are the preferred instructional method in all situations. Instructional games are more effective if they are embedded in instructional programs that include debriefing and feedback. Instructional support during play increases the effectiveness of instructional games.” [The Effectiveness of Instructional Games: A Literature Review and Discussion. Robert T. Hays, Naval Air Warfare Center Training Systems Division. 2005]

 

Dispute Over Research Results Interpretation

One analytical review of many studies gives a clear picture of what is unclear in the existing research. “Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. …When students navigated through the programs themselves, there was a significant preference for games and interactive simulations. However, when teachers controlled the programs, no significant advantage was found. Further, when the computer dictated the sequence of the program, results favored those in the traditional teaching method over the games and interactive simulations.” [Computer Gaming And Interactive Simulations For Learning: A Meta-Analysis. Jennifer J. Vogel, David S. Vogel, Jan Cannon-Bowers, Clint A. Bowers, Kathryn Muse, Michelle Wright. Journal of Educational Computing Research. Volume 34, Number 3, 2006.]

In February, 2008, the Serious Games listserv (hosted by Digital Mill) saw a lengthy exchange about empirical research into Serous Games’ effectiveness. Many participants expressed dismay at the number of studies asserting that learning games are no more effective than other media, when their own experience contradicts that. One listserv member, himself an author of one of the studies cited in the previous section, explained those assumptions: “The reason you’re seeing all those negatives regarding games goes back to the 1983 article by Clark. His meta-analysis resulted in the often-misunderstood statement that you cannot learn from media. People often misinterpret that statement to mean that if you expect people to learn, you better not use media. What the statement really means is that media is simply the delivery vehicle, and it is the instructional methods and strategies built into the specific implementation of that medium that will determine whether learning will occur. [Richard Wainess, Ph.D., Senior Educational Researcher, CRESST/UCLA, National Center for Research on Evaluation, Standards, and Student Testing, University of California, Los Angeles]

Importance of Analysis & Instructional Design

The bold-print information in all citations above reinforces what instructional designers already know: people learn best when the training medium is appropriate to the subject matter and they’re in control of the learning process. Because learner-control is a key characteristic of Serious Games, proven instructional best practices support empirical and anecdotal findings that, for the types of subject matter appropriate to them, experiential Serious Games are more effective than other media. That’s why at Sealund, we begin every project with analysis of the client’s subject matter and required learning outcomes. We want to ensure that each learning solution uses the appropriate medium or blend of media for the project’s content and goals.

You may find these resources useful for your own review of research:

o    Dubbels, Brock R. (2008) Video games, reading, and transmedial comprehension. In R. E. Ferdig (Ed.), Reference. Information Science Handbook of research on effective electronic gaming in education.


 Job Aid: Steps for Successful Deployment of Serious Games
at Your Organization

 

  1. Know Your Audience.

 

 

  1. Know Your Organization.

 

 

  1. Work to Overcome Resistance – Get Buy In.

 

 

  1. Work to Overcome Resistance – Start Small.

 

 

  1. Work to Overcome Resistance – Document the Results.

 

 

  1. Work to Overcome Resistance – Encourage Competition.

 

 

  1. Work to Overcome Resistance – Incorporate into Your Culture.

 

 

8.    Build upon the foundation by incorporating new Serious Games.

 

© Sealund & Associates Corporation