Posts Tagged ‘Serious Games’

The Impact of Serious Games on the Workplace

Tuesday, October 28th, 2008

What is a Serious Game?
“A Serious Game is a software application developed with game technology and game design principles for a primary purpose other than pure entertainment.”  Wikipedia

You achieve higher rates of both direct knowledge and skill transfer to the job

Corporate educators know from research and our own experience that workplace performance after learning new information and skills depends on the learners’ depth of engagement during their learning experiences. The more engaging the learning, the higher the retention of knowledge and transfer of skills directly to the job.  Logically, then, learners’ intense engagement in Serious Games, with their challenges to win or simulations of real situations, would enhance both retention and transference of newly learned abilities.

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Image of Let’s Meet™ Virtual Learning Environment

Trainers and front-line supervisors alike have seen examples of situations where emotion encodes the experience in memory. In serious games, the element of competition gives that emotional boost to learning and its transfer to the job. Practice may make perfect, but any sports coach will tell you that the most effective practice involves some form of challenge. The workplace itself is challenging in many ways, and the challenges inherent in serious games prepare learners with mental agility and the will to explore and take calculated risks – capabilities that serve employees more broadly than the scope of any single game’s content.

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Positive response from “The Communication Game” created with the Let’s Meet™ Virtual Learning Environment

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.

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Negative response from “The Communication Game” created with the Let’s Meet™ Virtual Learning Environment

Bottom Line: You achieve high ROI

Let’s look at one very real-world example of games’ impact on a workplace. PSCU Financial Services (PSCU) found budgetary advantages and time savings in using Sealund’s Serious Games Engine called “3D Racetrack AssessAll™” to have their own content quickly loaded into the game engine. The serious games they needed were developed, tested, and ready for training more quickly and more cost-effectively than if their internal training department had had to create the games (or even classroom training) from scratch or if they had outsourced development entirely. How can you tell that the emotional motivation of challenge in game-play will truly achieve the learning transfer to the job? For one thing, PSCU observed that many of the learners replayed the game until they could print out the certificate of completion with a score of 100%. Winning matters – and with serious games, everybody wins.

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Game board from Racetrack AssessAll™ : A 3D Serious Games Engine, Single Player

Serious Games = Serious Learning!

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com.

Serious Games Create Innovations in Learning

Tuesday, September 30th, 2008

The Brandon Hall Innovations in Learning Conference in San Jose, California was different from previous conferences Sealund has been invited to because it was created to host an atmosphere for “live learning” to take place. With its “Head in the Clouds” theme and use of newer technologies for communication like Wiki, Twitter and Facebook, it was the perfect conference for Sealund to have the opportunity to present Serious Games.

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(From Left) Phil Sealund, Barbara Sealund, Melonie Wood and Richard Dombrowski in the Immersive Learning Arcade

Sealund was also invited to exhibit in the Immersive Learning Arcade, which was an exclusive area reserved primarily for organizations who create Serious Games for training. As attendees circulated through the Immersive Learning Arcade, they were intrigued to meet Sealund and play Serious Games. Sealund was also asked to present in the Innovations Idol competition showcasing learning initiatives.

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Melonie Wood (L) and Barbara Sealund (R) present a poem on Serious Games


Sealund was so well received in the Immersive Learning Arcade that the interest spilled over into the session “Preparing Corporate America for Serious Games,” presented by Barbara Sealund and co-presented with Amy Dreher, VP of Strategic Learning Initiatives at The Nielsen Company. The session was commanded standing room only as many attendees of the conference were eager to learn more about how to deploy Serious Games in their organization. It was apparent that there is an overwhelming need for innovative training.

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Barbara Sealund (L) and Amy Dreher (R) present “Preparing Corporate America for Serious Games”
There were various clients and friends in attendance at the Innovations in learning conference who Sealund’s associates had the pleasure of entertaining at dinner. Much time was spent discussing Serious Games and how they could support training initiatives within organizations. A celebration was also held for Amy Dreher, as she has recently been awarded the title of VP of Strategic Learning Initiatives with The Nielsen Company.

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Clients and friends enjoyed eachothers company in celebration of Amy Dreher’s promotion at Nielsen

The need for Serious Games is spread throughout various organizations all over the United States. This conference truly exemplified that “Innovations in Learning” are in high demand throughout various organizations in the USA.

Virtual Learning Environments: A Virtual Success at Training Industry

Thursday, September 18th, 2008

Virtual Learning Environments are the next big wave in the training sector, and Sealund was invited to showcase one of its newest Virtual Learning Environments, “Let’s Meet,” at the Training Industry Managed Learning Services Conference in Clearwater. The conference began with a networking event which allowed the attendees to meet Sealund’s associates and learn about Serious Games and Virtual Learning Environments. Many of Sealund’s clients and friends were also in attendance during the event.

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Barbara Sealund and members of the A-Team enjoy the keynote dinner session with clients and colleagues

The conference included a wealth of presenters who spoke on deploying many types of training into Corporate America. Sealund concluded the first day of the event by presenting “Using Virtual Environments for Training” with Pat Smolen, Director of Knowledge Management at PSCU Financial Services. The presentation was given to rave reviews. The attendees were engaged as they were encouraged to get out of their seats and participate in Serious Games and Virtual Learning Environments.

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Members of Sealund’s A-Team: Ashley Hervas, Richard Dombrowski and Melonie Wood

Sealund’s presentation on Virtual Learning Environments overflowed into Sealund’s booth in the expo hall. There was  an evident need for Virtual Learning Environments in organizations and the Managed Learning Services conference proved that organizations are up for the challenge.

Games Designer and Business Unit Director – a Smart and Serious Collaboration

Wednesday, July 16th, 2008

Your role in getting the game your employees need
When you know that a serious game can motivate and engage your employees, and you’re ready to introduce games into existing courses, the question arises – Do I have to do anything differently to “get in the game,” or, really, to get the game in?

Many of the basics of your role are the same as for any new element of a course. You still have to know the workplace performance behaviors you want the course to effect overall, and those specific behaviors you want this new element to target. And you have to do some internal marketing to obtain funding for the project. Because of the technological newness of games in the workplace, you may need to make a compelling case for the CTO and the CFO. Let’s consider some of the elements of a compelling case, from its components to its presentation.

Components of the case for serious games
In addition to the usual elements in your training project proposal, these considerations support the introduction of serious games.

  • Engagement (fun) is the necessary precursor to education that “sticks.” Serious games have been proven to have higher levels of engagement and retention than other modes of learning. Performance improvement is where the ROI is.
  • Identify the behavioral outcomes desired, and prioritize the behaviors that bring the greatest profit if done right or run the highest risk if done wrong. Ask the designer for a prototype of a portion of the game or an excerpt from a similar game targeting one or more of the highest-value behaviors, that you can use when presenting your case.
  • Emotional triggers support learning retention, even beyond the usually good job-transfer of skills learned in a realistic simulation. That’s why game-based simulations are more effective for engagement and retention than plain “rote” simulations. The game will model each aspect of the player’s experience realistically – in emotional essence at least, and in physical environment if possible.
  • One more aspect of emotional as well as job-simulation realism is competition. Determine whether the game is used by individuals playing against their own previous personal best, against virtual adversaries, or against other real players in real-time. This decision is based in part on how the targeted behaviors “play out” on the job. Who are the competitors – individuals, teams, or one’s own achievement last month?
  • The serious game will reflect the motivational profile of the targeted learners, and build those types of motivations into the game-play.
  • Whether the game or simulation is part of a blended-media course, or a stand-alone course in itself, you can show how it complements or replaces existing course materials cost-effectively and takes the overall program or curriculum to a higher level.
  • If decision-making is one of the behaviors targeted by the game, it will allow for creativity, exploration through several paths, and trial-and-error learning to stimulate good habits of decision-making.

Presentation of the case for serious games
Beyond the standard cost-benefit, ROI spreadsheet, you have one additional and very convincing means of persuasion – experience with the game itself. This is why you ask the designer for a prototype of the proposed game or a sample of a similar game. Give the funding decision-makers a chance to play the game. A picture may be worth a thousand words, but this experience is worth a thousand spreadsheets.

What do think? Please share your comments.

Serious Games = Serious Learning!

 For more information about Sealund’s Serious Games, please visit our website at www.sealund.com.

 

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

Thursday, June 5th, 2008

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.)

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Click on the cow to view a custom eLearning tool created for NAFTC.

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.

What do think? Please share your comments.

Serious Games = Serious Learning!™

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com.

Sealund Speaks in the Game Capital of the World!

Friday, May 9th, 2008

How cool is this – Speaking at the Flamingo Hotel in Las Vegas about Serious Games!! We had the honor of being asked by Lectora™ to speak at their conference. Our topic was “Lectora Wins With Serious Game Development.” As the conference attendees rolled into our session, one attendee asked me if the session was on games-based learning. I had to smile because it never really dawned on me until then that we were in Las Vegas – the GAME CAPITAL of the world. She was asking a great question!

We were blessed to have a significant attendance for our session. I guess the word was out that we were going to play games, (the learning kind) and that the prizes included NASCAR racecars for the winners.

A special client and friend Stephanie Bullard from USAF presented a few of the Serious Games that Sealund had created for its clients. Stephanie did a fine job as a game show host and in presenting how Serious Games work in the real world environment. Stephanie shared the value of the Serious Games for USAF clients and the fact that the clients are asking for more. The positive learning impact of Serious Games for USAF clients includes immediate engagement into the learning experience and a greater retention of the content.

 

Viva Las Vegas

Devonna Grimes and Stephanie Bullard in Las Vegas

Our audience was dynamic and competitive as we separated the attendees into two teams—the Blue Team headed up by Joe Koller, and the Red Team headed by Sandy Fritz. The game is on. We began the 3D Racetrack game for IT Security. Armed with their player’s cards, each team captain polled their respective teams for the correct answer and the hope to go home with a NASCAR racecar! The blue and red teams were neck and neck as they correctly answered the questions. To increase the competition and ensure a winning team (a tie just wouldn’t be acceptable for this wit to wit battle), a time limit was imposed for each question. The victor was the red team which crossed the finish line and won the prize!

Discussion ensued about the value of Serious Games and ways to get started to deploy at various organizations. We shared how Lectora can be used to develop Serious Games. In addition, we shared Serious Games that have been integrated into eLearning course-built in Lectora.

The Lectora conference hosted by Trivantis enabled us to release our newest Serious Games, “How to Play The Perfect Round of Business Golf.” This Serious Game was developed totally in Lectora and enables a single player to move around the golf course while learning how to conduct a business meeting. The player receives a score that can be communicated to any SCORM-conformant LMS. As we played this game, once again with our blue & red teams, we learned quickly that the blue team had a few good business golfers as they quickly won the prize for business golf.

We learned a great deal at the Lectora 2008 Conference and recommend this event for any Lectora user, or even those organizations considering the Trivantis’ Lectora tool. We appreciated the professional way in which the Lectora Company organized this event. We came home with more wisdom, less cards, and several new friends.

Serious Games = Serious Learning!

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com

The Best Employees in the (Virtual Office) Game

Thursday, May 8th, 2008

As a producer of Serious Games, Sealund’s management team is grateful every day for our development team members’ combination of creativity and common sense, their people skills and technical pragmatism. Because Sealund managers value employees so highly, one of our goals is to support their life balance. We’ve learned that one way to do that is to enable working from home using virtual office technology.

The Virtual Key to Collaboration

Our leaders are always eager for suggestions that will make the Serious Games better, particularly through best-practices in Instructional Systems Design. We also invite ideas for making our team’s work-lives better. Long experience teaches us that most people’s ideas flow freely in creative meetings with everyone around the conference table, drawing on Smart Boards or projecting graphics or text from their computer onto the wall for all to see. That kind of collaboration gets the best ideas from everybody. It builds strong teams and products with sound instructional design and easy-to-play games that engage learners and ensure maximum retention.

Those outcomes are still the purpose of our creative meetings, but “how we get there” has changed. In fact, some of us don’t get to the same physical “conference table” at all. While the virtual office may not be for everyone, it works well for many professionals. Some of our teams work in their home offices only 1, 2 or 3 days a week; others the entire week. On any given day, people may be working from home, in the airport between flights, or in one of our remote offices. The conference table has become virtual. We see each other’s faces via webcams. We talk via Skype. We share our desktops. We can collaborate freely whenever we need to.

In fact, we have a dress code for our virtual offices – from the waist up.

Working From Home

Working in a Virtual Office offers a spin to the definition of “Business Casual.”

Research Proves Virtual Office Benefits

BNET reports that the virtual office improves efficiency and serves as a recruiting tool. According to author Phil Zinkewicz’s sources, it’s a “quality shop, a ‘best practices’ service model … and just as important, it’s a fun place to work.” The Telework Consortium chartered Wainhouse Research to explore benefits of the virtual office, and researcher Ira M. Weinstein found that the virtual office “provides the basis for effective, widespread collaboration throughout an enterprise” and “the soft benefits are much more valuable than the direct financial payback. Virtual office solutions bring remotely-deployed resources together in an easy-to-use, collaboration-friendly environment. More than just a meeting support tool, these offerings help people effectively balance the demands of work and home, and allow organizations to more effectively leverage their most important investment: their employees.”

Sealund’s Evolution in Virtual Technology

The virtual office approach is something we eased into at Sealund & Associates Corp., so beginning with teleconferences and faxes when those were state of the art. As the technology grew more sophisticated, the Sealund team grew closer in the virtual office even when farther apart geographically. We can wait for the cable guy while connecting with the work team from our home offices. We can share the joy of work with our colleagues, or take an hour’s break to share the joy of a child’s school program. New ideas start to flow, and we return to the job brimming with energy.

The old barriers of distance evaporate, and we can bring the best talent available into our teams, wherever they may be in the world. The virtual office approach benefits not only each team member, it raises the bar for our teams as a whole and ensures that Sealund’s Serious Games deeply engage learners for optimum knowledge and skill transfer to their work.

What do you think about the virtual office approach? Please share your comments.

Serious Games = Serious Learning!

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com

Game-play “Rush” and Retention

Wednesday, May 7th, 2008


Why do we remember what we experience while playing Serious Games?

Neurology explains the effects Serious Games have on players’ knowledge and skill retention and transfer to the job. Emotion encodes experience in memory. It’s like the adrenaline rush people feel during any excitement – especially during competition. Ask any athlete or coach. Repetition—including the actions that demonstrate new learning—builds kinesthetic memory. Our very muscles seem to remember what to do in much-practiced situations.

But our muscles don’t just “remember.” Our brains orchestrate that memory and send the right messages to our muscles more quickly and more precisely; the more we repeat the action – even if we repeat it only “virtually” through imagination or visualization. This is as true for the muscles that point the cursor to the correct icon on a system window as for the muscles that swing the bat and hit one out of the ballpark. It works the same whether we’re learning labor negotiation tactics around a meeting table or nimble negotiation of an array of defensive linemen on the football field.
What adrenaline is to the muscles, neurotransmitters are to our brains – the thalamus, amygdale and hippocampus, in particular.

Competitive Emotion (the “Rush”) = Better Retention

The Training & Development Journal article, Emotion and Learning – implications of new neurological research for training techniques, is discussed on BNet. Author Ruth Palumbo Weiss briefly explains, “If we look at what happens physiologically, everything we absorb is passed first through a kind of switchboard called the thalamus, located at the base of the brain. That information is then routed automatically to different sections of the brain. At first, the information goes through the brain’s emotion-arousal systems for evaluation, to determine whether the information is perceived as benign or a threat. That evaluation involves a number of feedback loops originating in long-term memory. If we perceive the incoming information as threatening, we automatically engage in a series of reactions (which sometimes remain unconscious) to help us process the information.” She cites experts whose findings bear on improved memory of material learned in Serious Games. Neurologist Antonio Damasio observes: “Emotions are inseparable from the ideas of reward and punishment, pleasure and pain, approach and withdrawal, personal advantage and disadvantage.” Serious Games certainly contain those elements. “‘Emotions and bodily sensations are intricately intertwined in a bi-directional network in which each can alter the other,’ says neurologist Candace Pert. Pert views the brain as a mechanism not only for filtering and storing sensory input, but also for associating that input with other events or stimuli occurring simultaneously at any synapse or receptor along the way.” That associative behavior explains the transfer of behaviors learned during gaming directly to the work environment. Other researchers’ conclusions further support these findings. “Says educator Eric Jensen: ‘The design of those feedback circuits, as well as emotion-sensitive structures such as the amygdala and nucleus basalis, ensures that what we are feeling at the time of learning will be coded with the content and context of our experience.’” That works on the job the same way it works in the rest of our lives.

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Serious Games stimulate many avenues of the brain.

Scientific and academic resources describe the brain structures that link emotion to memory. A Brain Tour article on PsychEducation.org, Memory, Learning, and Emotion: the Hippocampus, advises us “Emotion and memory are very closely related. … [A] portion of the emotion system of the brain (the “limbic system”) is in charge of transferring information into memory. From years of experiments and surgical experience, we now know that the main location for this transfer is a portion of the temporal lobe called the hippocampus. … this part of the brain appears to be absolutely necessary for making new memories.”

The amygdala and chemical interactions also play a role how emotional engagement enhances memory. New York University’s Center for Neural Sciences presents professor Joseph E. LeDoux’s article, Memory and Emotion which reports on danger’s effect on learning. Danger, of course, is an element of gaming. Serious Gaming puts the player in at least the danger of losing based on points scored or length of time to complete a level or the entire game (course). “[The] neural plasticity underlying fear conditioning has been shown to involve elevation of calcium in amygdala cells through NMDA receptors and L-type voltage gated calcium channels. The elevated calcium activates protein kinases, which initiate gene expression and protein synthesis, leading to the consolidation of the memory, and its reconsolidation after retrieval.”

Instructional Designers’ understanding of the effect of emotional engagement on learning informs how we construct the situations in Serious Games – the challenges, difficulty levels, scoring and other competitive elements. In this way, hard Neuroscience contributes to the “ease” people attribute to learning through Serious Games. We can thank our brains for making the learning of complex decision-making strategies easy as long as we design Serious Games to work with the way our brains work.

What do think? Please share your comments.

Serious Games = Serious Learning!

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com

Where’s the Beef? Instructional Design!

Tuesday, May 6th, 2008

What comes first – the game or the learning?

Consider the Zen of fun. Watch people of any age engaged in having fun, playing any type of game, and you can see how engaged they truly are, full present in that moment, that behavior. We know that engagement enhances learning accuracy and retention. The perspective from which Serious Games developers approach the “engagement factor” depends on what we have done (what habits of thought we have learned) previously – developed purely entertainment experiences or engaged-learning experiences. From either perspective, the development teams had to follow a certain logical path to create effective Serious Games.

The logical path is this: Games are great fun. Fun is one aspect of a pleasurable experience. The pleasure centers in the brain stimulate us to want more of the pleasure they register. The brain’s pleasure centers connect closely with the brain’s emotion centers. We remember longer and more clearly experiences linked with emotions. So the “rush” of gaming (see previous blog: Game-play Rush & Retention) becomes a component of instructional design for Serious Games.

The answer to the question of whether the entertainment or the learning comes first is: the learning. Learned behavioral outcomes are the “beef” of business requirements for Serious Games. The game is one technique—a powerful one—for achieving those requirements.

Purpose Directs Priority

Job performance improvement is job one for Serious Games. The results of Serious Games are measured at least twice – once in the scoring of the game, and again at least once on the job with performance measurements. Best practices suggest that post-training performance be measured shortly after the training and then at several-month intervals until full mastery is demonstrated consistently (which may require re-training if the employee hits a below-mastery plateau). These measures are important for employee performance rewards and, before the rewards, for coaching by supervisors. (For a classic consideration of job performance measurement purposes and strategies, peruse the International Society for Performance Improvement’s Measurement Counts! series of articles.) Entertainment game developers don’t—and shouldn’t have to—consider these Serious Games purposes, even when they’re developing Serious Games.

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Serious Games open the door to exploration, competition, and achievement

That’s what the instructional designers are for: to ensure that the learning-driven architecture (design) is strong within the game. This means that the game’s adrenaline rush reinforces those behaviors the business demands, the business-required behaviors are scored, and the relevant outcomes are measured. Instructional designers do the architecture, indicate where the doors (into the learners’ memories) go, and perform effectiveness inspections. Game developers make the world of the game so engaging that the learners are eager to go through those doors – explore, take risks, compete, win! Game developers and learning game developers can learn from one another and jointly bring value to Serious Games.

Differentiators Between Entertainment and Serious Games

How can you tell a soundly designed Serious Game from one primarily for entertainment? Both have engagement, challenge, competition and rewards. Serious Games, however, demonstrate their purposes in the players’ paths to the rewards – and in the nature of the rewards themselves. The paths take players through challenges related to their work, either directly or metaphorically. And the rewards may go beyond the satisfaction of a high score to actual workplace rewards. It’s the instructional designer’s job to make sure the game puts the emotion-tickling challenges at the crucial learning points and that rewards reflect business values.

It takes a village to create Serious Games. The collaborators include business analysts, instructional designers, game developers, systems engineers, 3D animators, quality assurance specialists and project managers. Each has their role and the roles overlap into teams. It is imperative that the architecture of instructional design is the framework for learning. The development teams win the “game” only when they hit the business requirements squarely on target by following sound instructional design principles and best practices for Serious Games.

What do you think? Please share your comments.

Serious Games = Serious Learning!

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com

Feed Our Children

Monday, April 28th, 2008

With all the busyness of work and play, it’s such a blessing to stop, take a deep breath and offer our valuable time to others in need. My husband, Phil, and I have been blessed to work with Moses Brown for over 15 years in his ministry, Feed Our Children. Moses founded this ministry several years before we met him and has been a provider for many underprivileged children in our community. We always enjoy the annual Thanksgiving of feeding the children. Our corporate offices in St. Petersburg close down every year for this important Feed Our Children event. All the work on Serious Games and custom eLearning projects stop so that our associates can support the feeding of about 600 children in Tampa Florida.

The children enjoy a hot turkey dinner with all the trimmings. Moses Brown selects the recipients of brand new bicycles and offers various gifts for each child in attendance. We present a scholarship each year for the child judged to be the winner.

Volunteers feeding the children in Tampa.

Volunteers feeding the children in Tampa

This past Sunday we were blessed again to be able to host a Feed Our Children Fund Raising event at our home. People from Tampa Bay joined us for the blessings of dinner and hearing Moses and his Board of Directors share the vision of the Feed Our Children ministry. The event was held outside on a beautiful cool Florida day as we overlooked Tampa Bay and watched all of God’s creation. There was a gifted singer who sang various songs with beauty and grace.
Thanks to all our friends, associates and clients who participated in the Feed Our Children event. The Feed Our Children was a huge success thanks to each of you for your contributions. It was a pleasure to have you bless our home, and we hope that you too will be blessed for your giving.

Moses Brown and child at the Feed Our Children event.

Moses Brown and child at the Feed Our Children event

Serious Games = Serious Learning!

For more information about Sealund’s Serious Games, please visit our website at www.sealund.com