By Susan Smith Nash, Ph.D.
While simulations, serious games, and role-playing become more prevalent in eLearning over all delivery modes (laptop, workstation, mobile) and in hybrid approaches, it is important to step back a moment and consider how best to use them for the best results. Because of the recent advances in portability of devices, access, and software, and the tendency to incorporate learner-distributed techniques, including social networking, blogs, and podcasts, it is easy to lose sight of the desired outcomes of the training and education. It is also tempting to make the assumption (often false) that everyone will have equal levels of access, and the ability to modify their approach depending on their circumstances.
It is good to keep in mind that many of the observations contained here can be applied equally effectively to educational programs and learning in general.
Access Equity.
If simulations, serious games, and role-playing are available in a course, they should be equally available for all. If access, connection speed, and equipment are issues, it is important to find out a way to make it a level playing field and provide options to the learners. One of the primary issues involved with technological innovation, particularly innovation that is seemingly relentless and unstoppable in its evolution, and where the emergence of new technologies, software, and approaches creates a situation of continual obsolescence, it is important to safeguard against the negative impact that rapid change will have on learners. So, when designing and incorporating programs that include simulations and serious games, effort must be made to make sure that the lowest level of complexity (of deployment) should be maintained. Further, there should not be a punitive environment. eLearners who do not successfully integrate the sims and serious games into their learning experience should not be punished.
Effective Technical Support and Guidance.
Perhaps the worst way to incorporate sims and serious games is to make it mandatory for eLearners to use it, to require an expensive piece of equipment that can only be used for the one purpose that necessitates high-speed internet access 24-7, and then, just walk away, leaving users stranded with equipment they can’t quite use, and programs that have unclear instructions. If the decision is made to incorporate serious games, it is important to provide technical support available online, via the telephone, and through e-mail.
Mentoring.
In addition to technical support, instructional support in the form of mentoring and guidance should be incorporated. It is very important to have an idea of what learners are most likely to ask, and to provide perspectives from faculty, student, and program designers. Ideally, mentors are available in a group-accessible forum, as well as via e-mail, telephone, etc.
Flexible, Responsive Instructional Design.
The sims and serious games may have been incorporated into a learning program with one set of learners in mind, who have a clearly defined set of experiences, backgrounds, and qualifications. However, needs change. Thus, the program must be flexible enough to be modified to accommodated user and situational needs.
Logical Sequences and Structure.
Some sims and serious games are going to be more appealing than others. Some will be more attractive or more engaging or exciting. Thus, it will be tempting for learners to skip directly to the most engaging game or simulation. However, this must be avoided at all costs, particularly when the sequences are carefully sequenced in order to provide scaffolding for critical skills or decision-making.
Multiple Ways to Obtain Information.
Because not all learners will find that sims and serious games are effective for them, and that they learn best via a different form of learning, it is important to make the course content available in multiple formats. Redundancy is very important. Content delivery modes include audio, text, images/video, icons, and very clear sequenced flowcharts.
Cultural Neutrality.
Of course, absolute cultural neutrality is impossible. However, it is possible to design programs that avoid privileging or showing disrespect to certain groups of learners or communities. If a group of learners feels alienated due to potentially offensive instructional material, positive learning will instantly cease. In fact, a very negative experience that has a deleterious effect on self-concept can sabotage one’s future educational endeavors and be profoundly demotivating.
Values Awareness.
Some sims and serious games inadvertently inculcate values that are diametrically opposed to those that one might want to have manifest. For example, a game that shows how to protect oneself may simultaneously be glorifying violence or encouraging hyper-macho posturing, which could be counterproductive in the environment in which the learning will be applied.
Universal Efficacy
Don’t be seduced by the notion that all sims and serious games will be universally effective in the eLearning space. Because of learner differences, it cannot and will not happen. Further, the context and conditions of learning (many of which are not controllable) will have an impact on the learning experience. For that reason, have a backup plan.
Integrate the Sim with the Real.
Although the settings and situations can seem to perfectly replicate real-life situations, sims and games are just that: simulations. If individuals are engaging in serious games and simulations to prepare them for real-life situations, it is vital to supplement the learning with real-life engagement. Learning to pilot a plane on a flight simulator can go a long way toward preparing a person to successfully take off, fly, and land a plane. Still, eventually the person will need to step foot in a real plane. While this seems self-evident, it might surprise one to learn how many times the engagement with the “real” is simply overlooked or disregarded. Heaven help the learners.
Synchronize Learning to Provide Peer Support
By having multi-player games and sims, it is possible to synchronize learning so that people will be encountering problems and challenges at more or less the same time. With that in mind, it is good to provide a forum with opportunities to interact with each other and solve problems.
Develop Motivational Assessments
Providing the learners with a way to demonstrate mastery and proficiency can give the learner a sense of satisfaction. Further, they will be able to gauge the amount of work required to obtain a positive outcome. Thus, they can plan out their work schedules and develop positive beliefs about their ability to succeed.
While some of these elements seem rather self-evident, it is important to develop an approach in which one continually reviews one’s learning programs and the way that simulations, serious games, and role-playing are incorporated. Role-playing on a smart phone while interacting with other students distributed around the world is just a piece of the new possibilities. The future is yet to be fully envisioned, except to realize that rapid and massive changes make it imperative to maintain vigilance to make sure the way the content and the equipment are being used are optimal.
[Listen to the companion podcast at:
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