sutton - km australia workshop - serious games v1-r0

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DR. MICHAEL SUTTON, PHD, ADMA, CMC, ISP, MIT

ASSOCIATE PROFESSOR, EDUCATIONAL THAUMATURGIST & EDUPRENEURWESTMINSTER COLLEGE, SALT LAKE CITY, UT, USA

Workshop: Serious Games – Knowledge Acquisition, Codification & Sharing

2015 Knowledge Management Australia, Melbourne, Victoria

• Wizened Ol’ Fart, Designer and Player in Gamification, Serious Games, and Simulations• msutton@westminstercollege.edu michaeljdsutton@gmail.com

2015 KM Australia Conference 2

8. What is a Gamification Framework?

9. What are the Primary Types of Game Players?

10. What Comprises a Gamification Model?

11. GAMES…GAMES…GAMES12. Debrief After Gaming

Experiences13. Wrap Up & Discussion

1. Goals2. What defines a Game?3. What defines a Game/

Simulation?4. What defines a Simulation?5. What is the Science Behind

Gamification?6. What are the Drivers Behind

Gamification? 7. Can Your Envision Your Work

Life Measured in Badges?

Agenda

2015 KM Australia Conference 3

• Demonstrate how serious gaming creates a knowledge management foundation for:• Cultivating leadership, teamship, followship,

collaboration, and communityship traits• Improving soft skills and individual performance• Focusing attention upon knowledge work through

personal and team reflection that can be described in terms of affect, behavior, and cognition

• Achieving business goals, strategies, and objectives• Play-centric orientation to innovation.

Goals [1]

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• Express how serious gaming creates a learning opportunity for:• Improving the performance of employees and learners• Commitment and responsibility for personal and

professional development• Achieving and maintaining engagement• Promoting transformational change• Opening the mind of individuals to creative thinking and

innovation.• Rebuilding passion, rigour, organization, discipline,

resiliency and grit in knowledge workers.

Goals [2]

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• Experience serious gaming and simulations in terms of knowledge mobilization principles:

Goals [3]

2015 KM Australia Conference 6

• A system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.• Kapp, K. M. (2014). The gamification of learning and instruction

fieldbook: Ideas into practice. New York: John Wiley & Sons, p. 37)

What Defines a Game?

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2015 KM Australia Conference 7

• “In a game, what we’re triggering is the competitive/ cooperative spirit, what we’re triggering is a playfulness, and what we’re triggering is the achievement, greed and victory element.

• All of which…have not only a psychological impact but an actual physiological impact on folks.”• —Elliott Masie in Prensky, M. (2001), “Simulations”: Are They

Games? In Digital Game-Based Learning. McGraw-Hill.

What Defines a Game/Simulation (Sim)? [1]

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2015 KM Australia Conference 8

• Dynamics of meme transmission, e.g.,

What Defines a Game/Simulation (Sim)? [2]

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2015 KM Australia Conference 9

• “You can have a game that’s not a simulation and a simulation that’s not a game, but when you get one that does both, it’s a real kick-ass situation.”• —Elliott Masie in Prensky, M. (2001), “Simulations”: Are They

Games? In Digital Game-Based Learning. McGraw-Hill.

What Defines a Simulation (Sim)?

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2015 KM Australia Conference 10

What is Our Biggest Present & Future Challenge?

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2015 KM Australia Conference 11

• Much more than simply rewarding points and badges.

• Understanding, encouraging, and influencing corporate and educational human behaviours.

• Founded in the fundamentals of human psychology and behavioral science

What is the Science Behind Gamification?

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2015 KM Australia Conference 12

What are the Drivers for Gamification?

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AchievementBadgesLeveling UpOn-boarding and Mastery

Social InteractionCompetitionTeams & Collaboration

“People will spend hours playing games, but won’t spend minutes on anything that feels like training.”

2015 KM Australia Conference 13

Can Your Envision Your Work Life Measured in Badges?

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2015 KM Australia Conference 14

What Is a Gamification Framework?

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2015 KM Australia Conference 15

What are the Primary Types of Game Players?

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2015 KM Australia Conference 16

What Comprises a Gamification Model?

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2015 KM Australia Conference 17

• Value Card Exercise—Building Reflective Capacity and SMART Goal Setting • Codifying a Specification—Developing Codification/ Communication Skills

for Knowledge Transfer• Silent Towers—Developing Non-Verbal Communication Skills, Problem-

solving skills, and Teamship and Leadership Skills• Jungle Escape—Building Problem-Solving, Critical Thinking, Teamship, and

Leadership Skills While Escaping the Monsoon• PlanetJockey—Building Soft Skills in a Business Environment• KM Planning Toolkit—Identifying KM Project issues, concerns, approaches,

techniques.• FreshBizGame—Constructing an Entrepreneurial Mindset of Innovation &

Creativity

Gaming Agenda for Today

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• SEPARATE SLIDE DECK

Value Card Exercise

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Outcomes?

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• Handouts:• 3 X 5 Index Cards• Model to be codified

• Est. Time 15+ min.

Codifying a Specification

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Outcomes?

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• SEPARATE SLIDE DECK

Silent Towers

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Outcomes?

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• SEPARATE SLIDE DECK

Jungle Escape

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Outcomes?

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• SEPARATE SLIDE DECK

PlanetJockey

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Outcomes?

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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders

Exemplars of Intra-Generational Gamification [3]

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2015 KM Australia Conference 29

Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders• GAME MODULES:

• Building and developing a high performance team• Setting targeted goals• Inspiring your team and achieving real commitment• Overcoming setbacks, problems, and competition• Igniting your following and inspiring real change

Exemplars of Intra-Generational Gamification [3]

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2015 KM Australia Conference 30

• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders• Real-time Feedback: provides instantaneous visual

and audible feedback on your actions• Transparency: score and progress on challenges

displayed at any time.• Goal Setting: Long-term goal (lead the firm) and

several short-term goals (soft-skills competencies through increased EI)…Missions = 5 modules.

• Badges: completion of missions clearly marked on the main pages.

Exemplars of Intra-Generational Gamification [3]

2015 KM Australia Conference 31

• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders (cont’d)• Leveling Up: skill level increases with completed

missions.• Onboarding & Mastery: “gamers” exposed to key

elements of EI, while having fun and competing against themselves and others.

• Competition: leaderboard displays participant ranking.• Team & Collaborations: participants may choose to

coach team members

Exemplars of Intra-Generational Gamification [3]

2015 KM Australia Conference 32

Outcomes?

2015 KM Australia Conference 33

KM Planning Toolkit

2015 KM Australia Conference 34

• Knowledge Management Planning Canvas

• KM Diagnostic Cards • Organisation Culture

Cards • KM Method Cards and • KM Approaches Methods

and Tools Guidebook

Straits Knowledge: KM Planning Toolkit

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2015 KM Australia Conference 35

Outcomes?

2015 KM Australia Conference 36

FreshBizGame

2015 KM Australia Conference 37

• Develop and simulate smarter ways of doing business: COPs and Knowledge Sharing

FreshBiz Board Game

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2015 KM Australia Conference 38

Outcomes?

2015 KM Australia Conference 39

What Keeps Business Leaders Up at Night?

• “Executives today are up against some wicked problems, and [their personnel] are expected to make sound judgments.”

[2]

2015 KM Australia Conference 40

Major Finding Identified in My Studies: 70-20-10 Learning Model

[3]

2015 KM Australia Conference 41

• Skills and competencies in KM-based education/training can demonstrate proof-of-achievement in workforce readiness

Critical Recommendation: Educate Learners in Soft Skills & Competencies

[4]

2015 KM Australia Conference 42

We Had to Look Beyond Hard Skills

[5]

2015 KM Australia Conference 43

What Keeps Business Leaders Up at Night?

• “Increased pressure to make complex decisions at the speed of light, while simultaneously considering […the] impact on the people and the organization.” [6]

[7]

2015 KM Australia Conference 44

Soft Skills—What Do They Include? [1]• emotional intelligence

• self-esteem• self-regard• self-confidence• self-discipline• self-motivation• assertiveness• adaptability• empathetic

• emotional regulation• passion• rigor• organization• personal branding/

self-image• sociability/social

awareness

2015 KM Australia Conference 45

Soft Skills—What Do They Include? [2]• business etiquette &

manners• conflict resolution• creativity• innovation• negotiation• persuasion• systems thinking skills

• critical thinking and analysis

• problem-solving & decision-making skills

• interpersonal/ communications skills

• collaboration skills

2015 KM Australia Conference 46

Prioritize Soft Skills to demonstrate workforce readiness1) Critical thinking & analysis2) Problem-solving and decision-

making skills3) Interpersonal/communications skills4) Collaboration skills5) Systems thinking skills

2015 KM Australia Conference 47

What Keeps Business Leaders Up at Night?

• “Technology continues to progress at warp speed and the skills …[that] leaders [and workers] needed in the past are no longer enough.” [8]

[9]

2015 KM Australia Conference 48

Teaching Problem-Based Critical Thinking & Analysis [1]

2015 KM Australia Conference 49

Teaching Problem-Based Critical Thinking & Analysis [2]

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Assessing Critical Thinking & Analysis

• Foundation for Critical Thinking

2015 KM Australia Conference 51

What Keeps Business Leaders Up at Night?

• “Increased pressure to understand & integrate technology advances”

2015 KM Australia Conference 52

Problem-solving vs. Decision-making

[23]

2015 KM Australia Conference 53

Puzzle Problems/Decisions

• Silent Towers • Patterns

[24][25]

2015 KM Australia Conference 54

Well-structured Problems/Decisions

[26]

2015 KM Australia Conference 55

Ill-structured Problems/Decisions

2015 KM Australia Conference 56

What Keeps Business Leaders Up at Night?

• “Relationships are the critical success factor for growing business”

[21]

2015 KM Australia Conference 57

Interpersonal/Communications Skills [1]

2015 KM Australia Conference 58

Interpersonal/Communications Skills [2]

2015 KM Australia Conference 59

Teaching Problem-based Interpersonal/Communication Skills

26

2015 KM Australia Conference 60

What Keeps Business Leaders Up at Night?

• “Increased pressure to understand the global marketplace” [6]

[31]

2015 KM Australia Conference 61

Collaboration Skills

[32]

2015 KM Australia Conference 62

Collaboration Skills Framework

Leadership

Followship

Teamship

Community-ship

Collaboration

2015 KM Australia Conference 63

Teaching Problem-based Collaboration Skills

[26]

2015 KM Australia Conference 64

Feedback

2015 KM Australia Conference 65

Reflection

2015 KM Australia Conference 66

How Can We Positively Impact Employee/ Learner Behavior Associated with KM?

2015 KM Australia Conference 67

Future Work Skills – 2020 (IFTF)

[37]

2015 KM Australia Conference 68

Outcomes Achieved Today?

2015 KM Australia Conference 69

Wrap Up & Discussion

2015 KM Australia Conference 70

• This presentation is Copyright © 2015, Michael Sutton, unless otherwise cited.

• No part of this presentation (document) may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of Dr. Michael Sutton.

• These PowerPoint Presentation Slides were made available exclusively to participants in the 2015 KM Australia. Under copyright law, Dr. Michael Sutton is granting fair use of a copy of this document for your personal files, internal training and development, or for university teaching.

Intellectual Property Statement [1]

2015 KM Australia Conference 71

• Under no circumstances may portions of this material be used for, or incorporated into, your own reports, presentations, workshops or seminars without obtaining written permission from the author and attributing accordingly.

• Historically, the author have not withheld consent to incorporate or use specific portions of this material to a reasonable requester. The author only asks that the following conditions be met, in addition to receiving his written permission:• 1) appropriate attribution within your presentation or report and• 2) Starbucks Card/Gift Loaded from remotely from your location for at least 2

Grande “Cafe Lattes” that I can use at my local Starbucks or other well attired coffee establishment.

Intellectual Property Statement [2]

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