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Serious Games Conference | SGC Session 3-A-3

SGC Session 3-A-3

Swapna Dayanandan
Civil Service College Singapore &
Srividya Maliwal
Playware Studios Asia

Use of Games and Simulations for Adult Learning/Training

In an attempt to create empathy with the Public Service officers, for  the problems that members of the public face in their day-to-day lives, , the Civil Service College of Singapore has created a series of Role-playing Simulation Games that are inter-twined into a classroom setting. This workshop  is  designed to help public officers in frontline teams better understand and operationalize the  new and updated “Every Door Is the Right Door” policy along with its recent enhancement, the First Responder Protocol (FRP). This program was awarded the Brandon Hall Global 2014 Bronze Award for Excellence in Learning for Best Use of Games and Simulations for Learning.

Going beyond just a “tell” session, this workshop simulates real-life challenges and dilemmas that frontline officers and their supervisors face in the course of their daily work when dealing with difficult situations and irate members of the public.

Our partner in this venture, Playware Studios, has helped to create these role-playing games as a series of synchronous, multi-player mobile games within a workshop setting. The sharing session will highlight the learning outcomes from a series of game-based learning workshops that the College has conducted over a period of time.

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Sara Mabelis
BankersLab, Singapore

Simulating Solutions for Today’s Banking Industry

The 2008 financial crisis highlighted the need for significant reform in the banking industry. Regulators implemented preventative measures and banks attempted to change their incentive structures and business models. Despite these efforts, there is still concern that the industry lacks the skill necessary to tackle new complexities. Technological advancements have allowed more versatile forms of learning to come to the forefront. Social learning, Mobile learning, Learning Portals and Gamification (the use of game mechanics in non-game environments) are all learning trends that are picking up pace and becoming more and more widely utilized.

Simulations have emerged as one of the most effective training methodologies. No longer just the sole domain of pilots; countless industries worldwide, from healthcare to the military, have recognized the power of ‘learning by doing’ in the quest to build a dynamic workforce. Based on our experience with simulation and gaming technology, we will explore whether it is possible to use simulation to train bankers in a more rigorous manner? Is it possible to track or observe performance or behavior changes?

During one of BankersLab’s training courses, players each manage four lending portfolios through testing conditions, such as heavy price competition and an economic recession. Competing against other teams, players are provided with real time feedback, so that they can access their performance. However, the real outcome we are looking for is an improvement back at their desks. Is it possible? BankersLab has found that simulation and gaming not only re-energize stagnant learning programs – but also can result in the participants increased engagement, increased knowledge/skill retention and improved performance.

Bankerslab 01

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Brenton Burchmore
Conperior, Singapore

Applying Game Based Learning

Beyond the theory and the ideas remains the practical challenge of using game based learning in education and training outcomes. As we redefine the roles of teaching, technology and games we are also reshaping how each of these works together for student outcomes. Many of the traditional teaching methods are being redesigned, and not all of the new ideas are fitting in. This presentation looks at the practical application of game based learning beginning from non-digital games, experiential and scenario role playing. A new model involving teaching, online learning and game based learning is explored and practical challenges are addressed. This is then expanded into digital and mobile games, all the way to massive online social games. Lastly, we will explore the latent teaching potential of existing games. All games currently teach their players something – usually whatever is needed to succeed in the game. Many games designed purely for fun have enormous educational potential. This presentation will explore how to identify these games so that educators, trainers, parents and even students can make wise and informed choices on using games for learning outcomes. These concepts and methods are taken from a comprehensive training program for educators and educational designers intended to help bring game based learning more easily into mainstream learning. This presentation taps into some of these elements.

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