ref:...
TRANSCRIPT
Ref: 527796-LLP-1-2012-1-ES-LEONARDO-LMP
WP2- Analysis of use of game based learning initiatives
NATIONAL REPORT
Country: United States of America
Author: Michael P. Carter, PhD
Date: 1 April 2013
Disclaimer: “This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.”
2
Table of Contents
1. Introduction to the Report ............................................................................................3
2. Methodological approach to elaborate the report .........................................................3
3. Desk research ...............................................................................................................3
4. Major findings of the interviews ................................................................................. 26
5. Major findings of the questionnaires ........................................................................... 30
6. Major findings of the focus groups .............................................................................. 31
7. Conclusions and remarks ............................................................................................ 36
3
1. Introduction to the Report
This report reflects years of practical experience building and managing companies and
international projects and teams within them, as well as months of homework on the
state of the shelf in international project management pedagogy and game-based
learning initiatives. The focus of the research was primarily on international project
management, international project management training, and game-based learning as
it is practiced in the United States, however, given the topic those consulted had, to a
person, global experience. The primary author of the report is Dr. Michael P. Carter,
principal at Twin Learning LLC, and those with whom he consulted are part of his
professional and, in some cases, personal network. Each was a seasoned international
project manager and some were serial entrepreneurs who have started, grown, and
sold entire companies spawned from their own vision.
2. Methodological approach to elaborate the report
We took the approach in our search for best practices and in our discussions with
experts in the fields of training, games, and international project management that
one manages things, but one leads people, so sought out those who might give us the
most insight into modern leadership practices and how one goes about learning them.
We spoke with both trainers and game developers with decades of experience to
understand what activities one could engage learners in to fruitfully support their
interest in becoming better managers of projects and leaders of teams.
3. Desk research
Game-based learning initiatives in professional contexts have a long history in the US,
particularly in the form of simulations. Many of efforts undertaken in the last four
decades have been documented in Simulation & Gaming (S&G), an interdisciplinary
journal of theory, practice and research that has served as a leading forum for the
exploration and development of simulation/gaming methodologies used in education,
training, consultation, and research. Published bi-monthly, S&G appraises academic
4
and applied issues in the expanding fields of simulation; computer and internet
mediated simulation, virtual reality, educational games, video games, industrial
simulators, active and experiential learning, case studies, and related methodologies
(sag.sagepub.com).
Founded in 1969, the International Simulation and Gaming Association (ISAGA) is an
international organization for scientists and practitioners who develop and use
simulation, gaming (in the meaning of learning games) and related methodologies:
role-play, structured experiences, policy exercises, computer simulation, play, virtual
reality, game theory, debriefing, experiential learning, and active learning. Gambling is
expressly excluded from the interests of the organization (isaga.com).
One of the earliest initiatives at the national level in the US in this century is Serious
Games Initiative (seriousgames.org), a network of institutions, agencies, studios, and
individuals focused on games for learning and, more particularly, training and social
initiatives. The first meeting of the Serious Games movement was held in San Francisco
at the annual Game Developers Conference (GDC) in March of 2004 and was convened
by Ben Sawyer, whose work combining a higher education financial planning model
with a SimCity-like interface led to Virtual U.
An effort to pull together those focused on developing and sharing games for social
change convened a Games for Change at a Serious Issues, Serious Games conference in
New York in June of 2004 (gamesforchange.org). The event was organized with the
support of the Woodrow Wilson Center for International Scholars and Serious Games
Initiative was by Suzanne Seggerman of Web Lab, Benjamin Stokes of NetAid, Barry
Joseph of Global Kids, David Rejeski of the Woodrow Wilson Center for International
Scholars and Thomas Lowenhaupt of the Queens Community Board. Both initiatives
thrive today, as does an annual Games for Health conference.
In October of 2005 the Federation of American Scientists convened 100 experts to a
National Summit on Educational Games to discuss ways to accelerate the
development, commercialization, and deployment of new generation games for
learning. Participants included: executives from the video game industry and education
software publishers, researchers and experts on technology and pedagogy, game
developers, representatives of user communities such as teachers and the U.S.
military, R&D funders, and government policy makers.
The Summit focused on four issues: video game features useful for learning and
aspects of learning that could be supported by video games, research needed to
support the effective use of games for education and training, market barriers, and
changes in schools that might be needed to take advantage of educational games.
5
Their conclusions at the time as to what stood in the way of bringing games and
simulations to learning included:
• High development costs and an uncertain market for educational innovations
make investments in developing learning games similar to commercial video
games too risky for the video game and educational materials industries.
• Organizations are slow to adopt new innovations, and make the
organizational and instructional changes necessary to make good use of new
learning technologies.
• While games may be especially good at teaching higher order skills, these
skills are not typically assessed in standards of learning-types of examinations.
• Data from evaluations is needed to show that learning games are effective.
The summit produced a full report and a learning science and technology R&D
roadmap.1
In the late ‘80’s Apple Computer’s Advanced Technology Group had several projects,
both hardware and software, targeted at developing the tools, platform, and content
most appropriate to practical training. SK8 (“Skate”) was an intelligent multimedia
authoring environment intended to be used to develop training materials and
simulations, for example, in the aircraft/airline industries. Use of simulations and
games in military and corporate training pre-dates these national initiatives. IBM, by
contrast, used simulated conversations for soft skills training; WICAT, among others,
prospered making training simulations.
In recent years, the discourse on game-based learning has become somewhat
confounded by the introduction of the notion of gamification, originally coined in the
context of services such as Bunchball. Founded by Rajat Paharia in 2005, Bunchball
provides a cloud-based software as a service technology platform to help companies
improve customer loyalty and online engagement using game mechanics. A classic
example of gamification is rewards programs, such as “frequent-flyer.” This use of
rewards, reputation systems, and game mechanics has spilled over into the training
industry, in part because of the extreme initial success of such social game studios as
Zynga, whose Farmville went from 0 to 50 million MAUs (monthly active users) in a 1 Federation of American Scientists (2006). Summit on Educational Games: Harnessing the power of video games for learning. Washington, D.C.: Federation of American Scientists.
http://www.fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf. The Learning Federation (2006). Learning Science and Technology R&D Roadmap. Washington, D.C.: Federation of American Scientists.
http://www.fas.org/gamesummit/Resources/LST%20Roadmap.pdf
6
matter of months, largely because it gave a generation of Facebook users something to
do on the platform. Now the movement to “gamify” communities, sites, and activities
has taken hold in the training, education, and consumer world, at least in the US. The
most explicit guide on how to apply game mechanics and principles of motivation
derived from games is Gabe Zichermann and Christopher Cunningham’s Gamification
by Design.2 The book is very explicit on notions such as engagement, i.e., loyalty, and
lists the metrics it is to be measured by as recency, frequency, duration, virality, and
ratings. It discusses in detail player motivation with respect to pleasure, rewards, and
time, dwelling on force, flow, reinforcement, intrinsic vs. extrinsic motivation, and the
player’s progression to mastery. The authors go into game mechanics in depth,
covering pattern recognition, collecting, surprise and unexpected delight, organizing
and creating order, gifting, flirtation and romance, recognition for achievement,
leading others, fame (getting attention), being the hero, gaining status, nurturing
(growing). It cites case studies and even includes two tutorials, one on coding and one
on gamification platforms.
In looking for reliable knowledge and expertise that could contribute intelligence to
the effort to design and develop social games to develop international project
management competences, we reviewed two distinct literatures, the literature of
modern management and leadership, and the literature of games and learning.
In the former category, the literature of modern management and leadership, the
sources of most interest were those authored by leaders and managers who had
repeatedly successfully managed the growth of projects, products, and companies, and
lived to tell about it. For example, Steven Gary Blank’s The Four Steps to Epiphany3
shares basic lessons that the author learned over a quarter century as a successful
entrepreneur (5 IPO’s) and has tried to share as a mentor of startups and teacher at
Stanford and UC Berkeley business schools. He tries to explain the steps in a “customer
development,” as opposed to a “product development” model, including customer
discovery, validation, and creation, and company building. He goes into even greater
detail in the work he co-authored with Bob Dorf, The Startup Owner’s Manuel,4 and in
the last chapter details the metrics one should use to validate the direction things are
going in, better to decide whether to “pivot,” shift that direction. Blank and Dorf use
extensively the work of the Swiss business consultant Alexander Osterwalder and
2 Zichermann, G. & Cunningham, C. (2011) Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, CA: O’Reilly 3 Blank, S. (2005). The Four steps to the epiphany: Successful strategies for products that win. Cafepress.com 4 Blank, S. and Dorf, B. (2012). The Startup owner’s manual: The Step-by-step guide for building a great company. Pescadero, CA: K&S Ranch, Inc.
7
management professor Yves Pigneur, Business Model Generation,5 which prompts
leadership to consider the building blocks essential to a successful company and, in
this context, to iterate to achieve appropriate product/market fit and establish the key
activities required to deliver that fit. A student of Blank’s, and a successful
entrepreneur in his own right, Eric Reis’ The Lean Startup6 seeks to guide leaders
through the process of continuous iteration on customers’ reactions to your ideas and
your product, from MVP (minimum viable product) forward. Ries, in effect, replaces
the “continuous improvement” of the Six Sigma era with “continuous innovation.”
In the second category, the literature of games and learning, we found and re-
discovered both classics and cutting edge works. We still credit James Paul Gee, now of
Arizona State University, with cutting the Gordian knot by demonstrating that good
game design is good pedagogy.7 Dan Schwartz has continued at Stanford the work he
and John Bransford began at Peabody School of Education at Vanderbilt University in
Nashville, Tennessee,8 and has co-authored a new work on assessment, one of keys to
motivation and engagement that Gee points to in games.9 Professor Schwartz’s co-
author and academic advisee, Dr. Dylan Arena, has simultaneously distinguished
himself as co-founder of Kidaptive.com, a company creating early learning games for
the iPad that assess players rigorously and report progress effectively.10
The study of games and how to make them are legitimate academic exercises, and
game degree programs are proliferating across Europe and the United States. Here in
the US, the classic textbook in game design, Rules of Play, was authored by Katie Salen,
then of the Parsons New School of Design, now of DePaul University College of
Computing and Digital Media, and Eric Zimmerman, game designer, entrepreneur,
artist, author, and academic who has been working in the game industry for nearly 20
5 Osterwalder, A. and Pigneur, Y. (2010). Business model generation: A Handbook for visionaries, game changers, and challengers. Hoboken, NJ: John Wiley & Sons. 6 Ries, E. (2011). The Lean startup: How today’s entrepreneurs use continuous innovation to create radically successful businesses. New York, NY: Crown Business 7 Gee, J.P. (2008). Learning and games. In Salen, K., Ed., The Ecology of games: Connecting youth, games, and learning. Cambridge, MA: The MIT Press, pp. 21-40. http://mitpress.mit.edu/books/chapters/0262294249chap2.pdf 8 Bransford, J. & Schwartz, D. (1999) Rethinking transfer: a simple proposal with multiple
implications. In A. Iran-Nejad & P. Pearson (Eds.), Review of Research in Education, Chapter 3, Vol. 24, pp. 61-100. Washington, DC: American Educational Research Association (AERA). 9 Schwartz, D. and Arena, D. (2013). Measuring what matters most. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Cambridge, MA: The MIT Press. http://dmlhub.net/sites/default/files/9780262518376_Measuring_What_Matters_Most_0.pdf 10 Kidaptive.com (2012) Leo’s Pad: Preschool Kids Learning Series! Palo Alto, CA: Kidaptive.com. Available on the App Store. http://kidaptive.com
8
years. Along with its companion reader, is still used in college game design programs
today.11 More recently, their textbook has found some competition in the higher
education market and the commercial game industry in the form of a new textbook by
Jesse Schell, professor of entertainment technology and game design at the
Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU), and
founder and CEO of Schell Games, which has a companion deck of cards, each of the
hundred of which is a different lens on the game design process.12
In the human resources and training world, several works serve as how-to guides. Clark
Aldrich, designer of the seminal leadership simulation, Virtual Leader,13 has written
three books which detail best practices for the use of learning games and
simulations,14 and has even authored a text for undergraduate and graduate
programs.15 In his works he touches on how best to engage learners through narrative
and activities of escalating complexity. He walks his reader thorough the various
models that are the basis of training simulation, whether state-based or AI systems,
mathematical or work process systems, even community as the system for simulated
learning.
Clark Quinn, who participated in our focus group discussion, is the author of an
interesting book on mobile learning in the enterprise, Designing mLearning: Tapping
into the Mobile Revolution for Organizational, and co-author with Marcia Conner of a
useful guide to game-based learning focused on simulation games and role-playing
entitled Performance Engaging Learning: Designing e-Learning Simulation Games.16 It
was Clark who brought to my attention last year a tome written by Wills, Leigh, and Ip
11 Salen, K. & Zimmerman, E. (2003) Rules of play: game design fundamentals. Cambridge, MA: The MIT Press. Professor Salen is also the editor of the collection cited above in reference to Jim Gee’s article. 12 Schell, J. (2008) The Art of game design: A Book of lenses. New York and Amsterdam: Elsevier Morgan Kauffmann Publishers, and, Schell, J. (2008) The Art of game design: A Deck of lenses. Pittsburgh, PA: Schell Games. 13 See, http://www.clarkaldrichdesigns.com/p/examples-of-simulations.html and http://www.simulearn.net 14 Aldrich, C. (2003). Simulations and the future of learning. New York, NY: Pfeiffer. Aldrich, C. (2005) Learning by doing: a Comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. New York, NY: Pfeiffer. Aldrich, C. (2009) The Complete guide to simulations and serious games: How the most valuable content will be created in the age beyond Gutenberg to Google. New York, NY: Pfeiffer. 15 Aldrich, C. (2009) Learning online with games, simulations, and virtual worlds: Strategies for online instruction. San Francisco, CA: Jossey-Bass. 16 Quinn, C. (2011). Designing mLearning: Tapping into the Mobile Revolution for
Organizational Performance. New York, NY: Pfeiffer. Quinn, C. & Conner, M. (2005) Engaging learning: Designing e-learning simulation games (Pfeiffer Essential Resources for Training and HR Professionals). New York, NY: Pfeiffer.
9
on the subject of role-based online learning and targets educators and trainers
“seeking to engage students in collaboration and communication about authentic
scenarios.”17 Drawing on their extensive experience and practice it aspires to be a
“comprehensive guide to the design, implementation, and evaluation” of the role-
playing approach to learning.
My favorite g4m3r is Jane McGonigal, who, while completing her doctorate at the
University of California Berkeley in performing arts and media, was also puppet master
on one of the most successful early alternate reality games (ARGs), I Love Bees, which
game she describes in an essay drawn from her dissertation in Professor Salen’s
collection, The Ecology of Games.18 Her recent best-seller, Reality is Broken, discusses
games she has made and played and argues that by drawing on play one can motivate
players to make positive contributions to the world.19 At least two of her games in
which we participated have done so with some success. World without Oil got people
thinking and describing how an oil shortage would impact their lives, and Urgent Evoke
had them encouraging social entrepreneurship. She reveals “four secrets” to making
ourselves happy, viz., satisfying work, the experience (or hope) of being successful,
social connection, and meaning, and argues that including these in activities can keep
people engaging in collectively accomplishing something that might never have
otherwise.
WORKS CITED
# Author(s) Publ Title Subjects Publisher
1 Aldrich, C. 2003 Simulations and the
future of learning
Simulation design Pfieffer
2 Aldrich, C. 2005 Learning by doing Comprehensive guide to
simulations, computer
games, and pedagogy in
e-learning and other
educational experiences.
Pfieffer
3 Aldrich, C. 2009 Learning online with
games, simulations,
and virtual worlds
Strategies for online
instruction
Jossey-Bass
4 Aldrich, C. 2009 The Complete guide
to simulations and
serious games
Simulations and games,
design
Pfieffer
5
Blank, S. 2005 The Four steps to the
epiphany
Product strategies Cafepress.com
17 Wills, S., Leigh, E. & Ip, A. (2011). The power of role-based e-learning. New York: Routledge. 18 McGonigal, J. (2008) Why I Love Bees: A Case study in collective intelligence gaming. In Salen, K. (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The MIT Press. 199–228. http://mitpress.mit.edu/books/chapters/0262294249chap9.pdf 19 McGonigal, J. (2011) Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin Press.
10
6 Blank, S. & Dorf,
B.
2012 The Starup owner’s
manual
Step-by-step guide for
building a company
K&S Ranch,
Inc.
7 Bransford, J. &
Schwartiz, D.
1999 Rethinking
transfer: a simple
proposal with
multiple
implications.
In A. Iran-Nejad & P.
Pearson (Eds.), Review
of Research in
Education
AERA
8 Federation of
American
Scientists
2006 Summit on
Educational Games
Harnessing the power of
video games for learning
FAS
9
Gee, J.P. 2008 Learning and
games.
In Salen, K., Ed., The
Ecology of games.
Game design and
pedagogy
The MIT Press
10 The Learning
Federation
2006
Learning Science and
Technology R&D
Roadmap
FAS
11 McGonigal, J. 2008 Why I Love Bees: A
Case study in
collective
intelligence gaming.
In Salen, K., Ed., The
Ecology of games.
Alternate Reality
Games
The MIT Press
12 McGonigal, J. 2011 Reality is broken:
Why games make us
better and how they
can change the world
Structuring play,
learning, motivation
Penguin Press
13 Osterwalder, A. &
Pigneur, Y.
2010 Business model
generation
A Handbook for
visionaries, game
changers, and challengers
John Wiley &
Sons
14 Quinn, C.
2005 Designing
mLearning: Tapping
into the Mobile
Revolution for
Organizational
Performance
Enterprise mobile
solutions
Pfeiffer
15 Quinn, C. &
Conner, M.
2005 Engaging learning:
Designing e-learning
simulation games
Game and simulation
design
Pfeiffer
16 Ries, E. 2011 The Lean startup How today’s
entrepreneurs use
continuous innovation to
create radically
successful businesses
Crown Business
17 Salen, K., Ed. 2008
The Ecology of
games: Connecting
youth, games, and
learning.
Articles on games and
learning
The MIT Press
18 Salen, K. &
Zimmerman, E.
2003 Rules of play: game
design fundamentals
Game design The MIT Press
19 Schell, J. 2008 The Art of game
design: A Book of
lenses
Game design Elsevier
Morgan
Kauffmann
Publishers
20 Schell, J. 2008 The Art of game
design: A Deck of
lenses
Game design Schell Games
11
21 Schwartz, D. &
Arena, D.
2013 Measuring what
matters most
Choice-based assessment The MIT Press
22 Wills, S., Leigh,
E. & Ip, A.
2011 The power of role-
based e-learning
Simulation, role-playing,
learning
Routledge
23 Zichermann, G.
& Cunningham,
C.
2011 Gamification by
design
Implementing game
mechanics in web and
mobile apps
O’Reilly
From our past and most recent reviews of games that demonstrate good practices we
culled ten that had something of particular interest to the current effort. The
pedagogical approach that seems to offer the most interesting possibilities for learning
competences is, of course, the role-playing simulation that allows learners to be fully
engaged by learning from their mistakes. The better examples of this can be adapted
to the needs of the learner both in terms of competency and of level of proficiency.
Furthermore, the simulations that involve multiple learners, rather than simulated
colleagues, offer a richness of both content and interaction that is more likely to yield
results that are transferrable to the real world than ones in which the programmed
content is interactive but the vital component of communication among real
professionals is automated.
Title of the good practice Countdown: A Strategy Game for Project Teams
Country USA
Brief description of the good practice. Hybrid. Social (team).
Promoter of the initiative (person or
institution that developed it) Paradigm Learning
Target group
Project managers new to their responsibilities;
project managers who would benefit from a
refresher; project team members who need to
understand concepts, terminology, tools and
techniques.
Type of game used to implement the
initiative and its use Simulation
Contents included in the game
Countdown immerses participants in an intense
project that lasts seven simulated months. Small
teams of participants move through project
milestones, make critical decisions, communicate
with stakeholders and manage trade-offs — all
12
under tight deadlines and shifting information.
Less than an hour into the game, teams work
with a Gantt chart, estimate potential delays and
costs, evaluate the critical path, assess project
risks and make important decisions as they drive
a project to success
Competences developed by playing
the game
Participants will understand the five key
processes of project management; the
constraints of time, cost and requirements; how
to use meetings and scope statements to clarify
project sponsors' expectations; risk evaluation
and contingency planning; using critical path
diagrams to determine completion goals; critical
behaviors and processes used by project
managers to guide success; effective personal
and team behaviors for controlling a project,
including communication, commitment and
conflict resolution; alignment of project
objectives with business value and ROI; the use
of key tools; and more.
Educational and pedagogical approach
Problem Solving: guides and motivates learners
to find solutions by pulling together information
and generalizing knowledge.
Learner Management: allows participants,
working alone or in small teams, to learn in their
own ways and at their own pace.
Integrating and Connecting: encourages
integration of new knowledge into the learner's
existing knowledge base and clearly connect to
the real world.
Number of users – players Project teams
Transferability – reusability Proprietary
Sustainability of the game Proprietary
13
Impact (indicate quantitative and
qualitative indicators used to assess it) Proprietary
Evaluation (indicate the qualitative or
quantitative methodologies/tools to
implement it)
Would be something to emulate in form, not
implement.
Improvement areas
Further information/ Additional
Comments
http://www.paradigmlearning.com/products-
and-services/countdown-a-strategy-game-for-
project-teams.aspx
Title of the good practice Rocket. The Project Management Game
Country USA
Brief description of the good
practice. Why is it worthwhile to
be considered a good practice?
Highlight the strong points of the
good practice
Competitive team simulation that emphasizes simple,
fast, and flexible techniques for ensuring project
success. Dare to Properly Manage Resources model.
Promoter of the initiative (person
or institution that developed it)
Lou Russell, author of Project Management for
Trainers (2000) and HRDQ
Target group Professional managers
Type of game used to implement
the initiative and its use Simulation
Contents included in the game
At the heart of the game is a construction project – a
rocket! Project teams are faced with the challenge of
building to exact specifications, given only limited
knowledge and resources – and they’re expected to
complete the project both on budget and on time.
Rocket is based on the global industry standard,
Project Management Body of Knowledge (PMBOK),
and it supports project management as defined by
the American Society of Training and Development’s
Certified Professional in Learning and Performance
14
(CPLP).
Competences developed by
playing the game
Experience firsthand the skills required to manage
projects effectively;
Understand the various challenges of project
management;
Realize how to leverage personal strengths to
improve project communication;
Learn how to apply the DARE model of project
management
Educational and pedagogical
approach
Model-based simulation
Number of users – players Up to 16
Transferability – reusability Proprietary
Sustainability of the game Proprietary
Impact (indicate quantitative and
qualitative indicators used to
assess it) Proprietary
Evaluation (indication the
qualitative or quantitative
methodologies/tools to
implement it)
Would be something to emulate in form, not
implement. Model worth investigating.
Improvement areas
Further information/ Additional
Comments
http://www.hrdqstore.com/rocket-game-project-
management-training.html
15
Title of the good practice Superbetter
Country USA
Brief description of the good practice. Why is
it worthwhile to be considered a good
practice? Highlight the strong points of the
good practice
“SuperBetter helps you achieve your health
goals — or recover from an illness or injury
— by increasing your personal resilience.
Resilience means staying curious,
optimistic and motivated even in the face
of the toughest challenges.“
Promoter of the initiative (person or
institution that developed it) Jane McGonigal, PhD and superbetter.com
Target group
People in recovery from illness or injury,
and people seeking to improve their life.
Type of game used to implement the
initiative and its use
Internet-based and/or mobile app social
game
Contents included in the game
Sample activities, quests, allies, power-
ups, bad-guys, future boosts, achievement,
and “Help! I’m Stuck.” Secret Lab.
Competences developed by playing the
game
Physical, mental, emotional, and social
strength.
Educational and pedagogical approach
Engage players in activities to make them
more self- and socially aware, provide
incentives and rewards to encourage them
to define and engage in activities to
improve themselves with the support of
their social network
Number of users – players Each plays with whomever they invite
Transferability – reusability Can be adapted to almost anything.
Sustainability of the game Requires only a site or an app
Impact (indicate quantitative and qualitative Players and their network really judge for
16
indicators used to assess it) themselves its value to them
Evaluation (indication the qualitative or
quantitative methodologies/tools to
implement it)
Worked for me, and for my daughter who
had a bad fall and dizzy spells. Try it.
Improvement areas More neat stuff
Further information/ Additional Comments www.superbetter.com
Title of the good practice Diner Dash
Country USA
Brief description of the good practice. Why is
it worthwhile to be considered a good
practice? Highlight the strong points of the
good practice
The primordial time-management casual
game, engages players in sequences of
tasks of ever increasing complexity and
with higher order goals such as increasing
your efficiency and customer satisfaction,
prioritizing tasks, and owning your own
restaurant.
Promoter of the initiative (person or
institution that developed it) GameLab and Playfirst
Target group
Casual games audience, i.e., middle-aged
women initially, and now a broad
demographic skewed, though, to older
rather than younger users.
Type of game used to implement the
initiative and its use
Initially a browser-based Flash game, has
migrated to mobile platforms. Calls for
sequences of clicks/taps.
Contents included in the game
Conceit is that player controls, Flo, a
waitress and would-be restaurants who
seats customers, takes and delivers their
order, gives them a check and busses their
table. Affordances In the restaurants get
17
ever more complex and exotic.
Competences developed by playing the
game
How to prioritize and sequence tasks
efficiently.
Educational and pedagogical approach Reward success, level by level
Number of users – players Single-player
Transferability – reusability
A relatively straightforward set of
mechanics that have been enhanced and
embellished to create an entire genre of
games. At the University of California and
Veterans Health Administration the
approach has been used for the
neuroscientific rehabilitation of victims of
traumatic brain injury.
Sustainability of the game
Requires addition of levels to sustain
interest.
Impact (indicate quantitative and qualitative
indicators used to assess it)
Games mechanics and metrics are explicit
in its reward system.
Evaluation (indication the qualitative or
quantitative methodologies/tools to
implement it)
Analytics built into the game provide all
you need for fine grained formative and
summative assessment of progress. Are
being adapted to clinical practice.
Improvement areas More diverse menus
Further information/ Additional Comments
http://www.playfirst.com/game/diner-
dash
Title of the good practice Paper Scrapers
Country USA
Brief description of the good practice. Why
is it worthwhile to be considered a good
practice? Highlight the strong points of the
An engaging team-building simulation that
explores project development, design and
implementation.
18
good practice
Promoter of the initiative (person or
institution that developed it) Discovery Learning
Target group Professional managers
Type of game used to implement the
initiative and its use Simulation
Contents included in the game
Teams compete against one another to
design, build, and market a tower using
supplied materials. After construction, teams
present their structures and choose the one
that best meets specified criteria.
Competences developed by playing the
game
Participants learn the value of creating,
planning, implementing and selling their
teams’ respective project.
Educational and pedagogical approach Model-based problem solving.
Number of users – players 4-9
Transferability – reusability Proprietary
Sustainability of the game Proprietary
Impact n/a
Evaluation Trainer debrief
Improvement areas
Cf. infra., Sky Scraper. Materials setup has
gone from brown paper, newsprint, twine,
masking tape, pipe cleaners, straws, paper
clips, rubber bands, toothpicks, cotton
swabs, crepe paper and coffee filters to
simply spaghetti and miniature
marshmallows.
Further information/ Additional Comments
http://www.discoverylearning.com/p-14-
paper-scrapers.aspx; esp.,
http://www.discoverylearning.com/images/
19
PreviewGuide/ Paper%20Scrapers.pdf
Title of the good practice Skyscraper
Country USA
Brief description of the good practice. Why
is it worthwhile to be considered a good
practice? Highlight the strong points of the
good practice
Team-building simulation that explores project
development, design and implementation.
Promoter of the initiative (person or
institution that developed it) Lori Cook and John Olson
Target group Students of project management
Type of game used to implement the
initiative and its use Simulation
Contents included in the game
Teams compete against one another to design,
build, and market a tower using supplied
materials.
Competences developed by playing the
game
Project integration, scope, time, cost, quality,
human resources, communications, risk
management and procurement.
Educational and pedagogical approach Experiential Learning Activity (ELA)
Number of users – players Small group
Transferability – reusability Evolving
Evaluation Anecdotal
Improvement areas
Has been adapted by the Agile community and
used as Tokyo Tower.
Further information/ Additional Comments
http://teaching-operations-
management.wikispaces.com/file/view/Sky_Sc
raper.pdf/98116357/Sky_Scraper.pdf
20
Impact:
Title of the good practice Virtual Leader
Country USA
Brief description of the good practice. Why
is it worthwhile to be considered a good
practice? Highlight the strong points of the
good practice
3D simulated conversations supported by an
artificial intelligence system that contributed
to the plausibility of the interactions.
Promoter of the initiative (person or
institution that developed it) Clark Aldrich and his client SimuLearn
Target group Professional managers
Type of game used to implement the
initiative and its use Simulation
Contents included in the game Meetings, interviews with team, employees
Competences developed by playing the
game Influence, communication
Educational and pedagogical approach Practice interactions with virtual characters
Number of users – players Single player
21
Transferability – reusability Proprietary (dated)
Sustainability of the game Had tens of thousands of users in its time
Impact (indicate quantitative and
qualitative indicators used to assess it)
Got outstanding reviews from corporate
customers
Evaluation (indication the qualitative or
quantitative methodologies/tools to
implement it) Our assessment based on our usage.
Improvement areas
Further information/ Additional Comments
http://www.clarkaldrichdesigns.com/p/exa
mples-of-simulations.html;
http://www.simulearn.net
Title of the good practice
Project Management Simulation: Scope,
Resources, Schedule
Country USA
Brief description of the good practice.
Why is it worthwhile to be considered a
good practice? Highlight the strong points
of the good practice
In this single-player simulation, students
make both quantitative and qualitative
decisions as they manage a critical new
product development project for a printer
manufacturer.
Promoter of the initiative (person or
institution that developed it) Robert D. Austin, Harvard Business Publishing
Target group Project management students
Type of game used to implement the
initiative and its use
In this single-player simulation, students
make both quantitative and qualitative
decisions as they manage a critical new
product development project for a printer
manufacturer. The students' primary objective
is to bring a competitive product to market on
time and on budget, ahead of the
22
competition. Faculty can choose from among
five distinct and realistic scenarios, each
designed to highlight specific learning
objectives.
Contents included in the game
Explores trade-offs among the 3 major project
management levers: scope, resources, and
schedule Illustrates importance of and trade-
offs associated with level, timing and type of
communication Shows the value of coaching
and training Examines importance of team
member morale on productivity Aids in
illustrating the concept of earned value
management Highlights importance of
appropriately timing changes in project
resource allocation Forces students to
navigate projects through uncertainty and
unanticipated events Illustrates the concept
that correcting problems early in the course of
the project provides significant benefit
Competences developed by playing the
game
Project Management, Operations
Management, Managing Resources,
Scheduling, Project Planning, Managing
Budget, Project Implementation, Team-
Building, General Management, Managing
Teams; Leading teams; Managing people
Educational and pedagogical approach Role playing simulation
Number of users – players 1
Transferability – reusability Published ($37.50)
Sustainability of the game Proprietary
Impact (indicate quantitative and
qualitative indicators used to assess it) Used in business school courses.
Evaluation (indication the qualitative or
quantitative methodologies/tools to
The simulation contains administrative tools
which allow for real-time reporting of student
23
implement it) decisions.
Improvement areas
Further information/ Additional
Comments
http://cb.hbsp.harvard.edu/cb/product/3356-
HTM-ENG
Title of the good practice Project Integration Management Simulation
Country USA
Brief description of the good practice.
Why is it worthwhile to be considered a
good practice? Highlight the strong
points of the good practice
Player assumes role of project manager in
charge of a software localization project and
so work with a team in several different
countries.
Promoter of the initiative (person or
institution that developed it) Double Masters
Target group
This simulation is designed for project
managers who want to practice applying
project management concepts from the
PMBOK® Guide - Fourth Edition.
Type of game used to implement the
initiative and its use Role-playing simulation
Contents included in the game
Narrative and interactions with international
team members
Competences developed by playing the
game PMBOK® standard competences
Educational and pedagogical approach Simulation-based learning
Number of users – players 1
Transferability – reusability $150
Sustainability of the game Proprietary
24
Impact (indicate quantitative and
qualitative indicators used to assess it) n/a
Evaluation (indication the qualitative or
quantitative methodologies/tools to
implement it)
Product provides player with detailed
scorecard assessing their performance.
Improvement areas
Further information/ Additional
Comments
http://www.doublemasters.com/products/
products_pdus.php
http://www.pmi.org/PMBOK-Guide-and-
Standards.aspx
Title of the good practice Earned value simulation
Country USA
Brief description of the good practice. Why
is it worthwhile to be considered a good
practice? Highlight the strong points of the
good practice
This earned value exercise has teams
experience role playing from the perspective
of the project manager, sponsor, vendor,
team member, and functional manager in a
dynamic project environment.
Promoter of the initiative (person or
institution that developed it) Successful Projects
Target group
Students of various project management
and educational levels can experience this
simulation at different levels. Lower level
students can learn about project roles and
project communication. Experienced project
managers, and those studying for their PMP
exam, can practice earned value terminology
and formulas.
Type of game used to implement the
initiative and its use Role-playing simulation
Contents included in the game The project kicks off with baseline
information about how the estimate and
25
budget were determined. The project
manager has to negotiate for adequate
resources. The sponsor is in a hurry. The
team members career interest effect what
they want to do on the project. And other
typical project challenges are part of the
game.
Competences developed by playing the
game
Explain how a network diagram’s
information can convert into a planned value
line chart; Chart the earned value (EV) and
actual cost (AC) against a project’s planned
value (PV); Describe a project’s status based
on charted variances; Filter important
project information from excess
informational noise as it relates to project
status reporting; Describe common conflicts
as they pertain to the project team member
roles.
Educational and pedagogical approach Role-playing
Number of users – players Team
Transferability – reusability Proprietary
Sustainability of the game n/a
Impact (indicate quantitative and
qualitative indicators used to assess it) n/a
Evaluation (indication the qualitative or
quantitative methodologies/tools to
implement it) Instructor facilitated
Improvement areas
Should be turned into an online multiplayer
simulation.
Further information/ Additional Comments
https://www.successfulprojects.com/
PMTopics/CostMgmt/tabid/126/Default.aspx
26
4. Major findings of the interviews
In our seeking out those whose advice we thought would be most helpful we reached
out to those whose work has been innovative and whose lives have been spent in an
entrepreneurial culture, one that attacks problems as opportunities and generates
creative solutions. The literature that has grown up about this culture emphasizes lean
and agile, applying those terms to projects and companies alike. Business models are
preferred to business plans. As Steve Blank, serial entrepreneur and investor, is wont
to say, paraphrasing the 19th century Prussian general von Molthe, “No business plan
survives first contact with a customer.” The emphasis, then, on the business side, is not
to design the definitive offering and invest the time and money it takes to implement
it, but rather to engage potential customers before designing or building anything,
then test with those customers a minimum viable product (the simplest
implementation of your concept), then iterate on the design, development, and testing
of your offering as quickly and cheaply as possible until you have something that gets
traction in your chosen marketplace. Blank cites as one example the $5.2 billion
company Iridium, spun out from Motorola in 1990 to provide ubiquitous mobile voice
services which, when it had finally built and launched the 72 satellites its service
depended on was woefully out of date and out of touch with the mobile industry and
was forced to declare bankruptcy. Blank preaches, instead, that those who make
things for others must “get out of the building” and see what potential customers
want.20
In this entrepreneurial culture, development no longer follows the traditional waterfall
model (requirements, design, implementation, verification, ship), but is rather a
cooperative, iterative process that requires collaboration among the core team,
stakeholders, and would-be customers. Currently the most aggressive model for such
development in the technology industry is dubbed agile, after the Manisfesto for Agile
Software Development issued in 2001,21 and applied not only to software development
but to project management as well with the Agile Project Leadership Network’s
Declaration of Independence in 2005.
We spoke at length with a veteran of agile development who has been on the
forefront of major technology waves, working with worldwide distributed Hypertext
systems at a worldwide software provider, the launch team at the first commercial
web magazine and an early member of one of the first social media platforms team. He
speaks frequently on the importance of Agile, Rails and the Cloud, both from a
business and a technical perspective. We discussed with him the implications for
20 http://steveblank.com/2010/11/01/no-business-plan-survives-first-contact-with-a-customer-–-the-5-
2-billion-dollar-mistake 21 agilemanifesto.org
27
leaders, teams, and company culture of adopting such an approach. From his
perspective, a well-functioning agile development process creates a code base that is
concise, flexible, malleable, and well tested so that changes based on users
preferences can be done very economically, in days, not months. But, more
importantly, with respect to project management, he points to good communication
between team members as being the most important aspect of the methodology. The
popular metric for this in the parlance of the software development industry is the
“bus number,” the number of people who would need to “get run over by a bus” for
the project or company to fail. The lower the bus number, the less common
knowledge among the project team and the more fragile to project has become.
Over the course of the last several months, we have had extended conversations with
an entrepreneur who has focused her career on making the world a better place for
entrepreneurs. She was a founding team member of a seed venture capital firm where
she focused on Strategic Communications & Founder Services. Prior to that, she
founded a business that focused on increasing the efficiency & effectiveness of small
businesses. She has worked in the venture capital industry for ten years and was
previously an analyst in the CEO’s office of a major British bank’s Manhattan office.
She sees as the key to effective learning on demand knowledge that is actionable by
the learner. Though an MBA herself, she crafts resources and programs that allow
fledgling entrepreneurs, would-be leaders and team members to acquire the
knowledge or skill they need when they realize they need it. For a manager who has
never given a performance review, a tool to properly plan one is an invaluable aid to
their successfully giving one. Access to experts in a timely fashion serves the same
need. Hearing a venture capitalist explain what he looks for in a team, what indicates
to him whether or whether not to risk investing informs founders on how to go about
shaping their team. Curated news and trending offers an opportunity for someone to
focus on what they need but not lose track of the market they are chasing and the
competition they are up against.
There is a burgeoning “EdTech” industry in the US that is fueled in part by angel
investors and incubators such as an edtech incubator based on the Y-Combinator
model, which emphasizes training teams to refine their message and engage in
aggressive customer discovery. Having graduated three cohorts comprising 29 startup
companies, most of whom have gone on the acquire additional financing and traction
in their market, the founders of this incubator, themselves not educators, have learned
valuable lessons not only about the difficulties of introducing disruptive technology
into the education market, but also on the dynamics of team building. Prior to the
edtech incubator, one of the co-founders worked at a major search engine company
managing special projects such as strategic deal development and negotiation, internal
28
cross-functional troubleshooting and managing tricky partners and helped guide its
non-profit foundation during its formation and made its initial set of grants. Prior to
that he played early roles in sales and business development at four start-ups that
went public, and one that was acquired. In prior lives he was a science researcher and
software engineer working on high speed parallel computing, radio astronomy and
high energy physics, a software analyst for advanced aeronautics, and a systems
engineer at a workstation start-up.
In the tradition of Silicon Valley’s mantra, “move fast and break things,” he is a great
proponent of learning by doing, learning the right way by making mistakes. He
encourages the entrepreneurs to prepare for customer or prospect encounters, but
not expect them to go the way they would like at first. By and large he and his co-
founders preferred to see teams that had experience in both product development
and in working in the classroom. Often they encountered both in one person, for
example the former Special Education teacher who had programmed his own solution
to address the problem of keeping all the stakeholders in an Individual learning
program apprised of the state of the process (goalbookapp.com). Perhaps the most
important value that the incubator added to the process, besides their network of
angels and investors, was a network of educators they grew to test the products their
cohorts were producing. For important as are the pitch days that end a cohorts term,
where each company has four minutes to present their business to potential investors,
the educators day scheduled for the mid-term gave the companies the chance not only
to present their business to potential users and customers, but to get detailed
feedback on what those teachers and students and administrators thought was good,
and what was not so good, and what was lacking in their offering.
Among those designing and developing games targeting learning is a brilliant
neurologist who works with disabled American veterans. His speciality is the
neuroscience of cognitive rehabilitation and the treatment of victims of traumatic
brain injury (TBI), individuals whose ability to remember things in the short-term and
to handle distractions has been compromised by shock to their brain, more specifically,
the pre-frontal cortex.
He has led the design, development, and therapeutic application of two games, both
now provided to patients on the Apple iPad. Both games help patients practice
exercising their short term memory with the object of increasing the load that their
working memory can support while executing a task. In addition, both games introduce
distractions and disruptions during the execution of the tasks so that the patient must
interrupt their execution in order to address the distraction or disruption and then
return and complete the task successfully. The therapy is effective both because in
practicing these behaviours in an authentic context the patients are able to increase
29
their brain’s capacity to handle increased workloads and fend off events that
compromise that ability and because the patients are taught and practice strategies to
achieve these ends. Strategies include setting goals in the context of which the tasks
can aligned and such mindful techniques as “stop, relax, refocus” when confronted
with an interruption.
The therapeutic intervention is based on games for two reasons. First, the mechanics
and analytics integrated into the game provide fine-grained formative assessment
that allows the therapy to proceed with maximum efficiency with respect to progress
and to patient motivation. Second, the games allow the patients to practice and learn
from their mistakes in authentic contexts without fear of failing. The first game leads
the player from simple to more complex tasks: running a photocopy machine,
assembling materials in binders, connecting callers to the correct extension, to
managing the calendar, calls, and emails for the company CEO. In each context the
player begins with simple stimuli (e.g., three quantities of copies to produce, three
different colored sheets in the binder, three phone calls, and one each of a calendar
item or a call or an email to be sent), then distractions are introduced (e.g., a siren
outside, the CEO coming back with a thought unrelated to the assignment), then the
working memory load demand is increased. The second game begins as a simple
variation on classic time management games such as Diner Dash and Emily’s Taste of
Fame set in first person POV in a catering truck where customers appear and order an
item or items that the player must serve them. It then increases in complexity in
several different dimensions: number of items, number of customers, ingredients in
the item, steps in the preparation of the item (e.g., toasting bread), and keeping items
in inventory. Then the player is told that their goal is to open a restaurant and they are
asked to choose whether it will be a fast-food restaurant, or a slow-food (organic,
local) restaurant. That decision having been made, the player must then complete
tasks determined by their choice so as to cultivate future customers while beginning to
manage the process across three operations, the catering truck, a pie baking stall at a
farmer’s market, and an urban garden. So, the player must plant fruit in the urban
garden using either compost or pesticide, bake pies with crusts using canola oil or
Crisco, and serve items with either organic ham or Spam. Distractions and disruptions
range from a simple multiple choice question, to complex mazes and arithmetic
problems, all set in the context of the game and all introduced either during the
encoding or executing phase of the trial in such a way as to require the patient to
interrupt their process and return to it to finish it.
In some ways the games that the neurologist uses in therapy match the practices of
leadership coaches that work with startups. One we spoke with was an entrepreneur
who had worked as an investment banking analyst and co-founded an online
30
consumer health platform that drew more than 5 million monthly visitors where he
helped manage the development of powerful web and mobile technologies and
oversee the growing network of more than 2,500 leading health bloggers that strive to
help individuals live healthier, happier lives. Today, he helps others as the founder and
CEO of two personal and executive coaching firms in San Francisco, California. In one-
on-one leadership coaching he works with startup CEOs to prepare for meetings. He
advises his clients to consider who they are, who the others in the meeting are, and
what their intention is in the meeting, in order to be able to have the most influence in
the event. The goal for the leader is to frame clearly what the purpose of the project,
or team, or even board meeting, is and use that framework to maintain or return to
that purpose, in the event they get drawn off track in the course of the discussion. This
technique reflects the same view of intentionality as that built into the design of the
neurologists TBI games.
He feels strongly that a team needs to share responsibility not only for the function
they perform but the purpose for which their work is intended. He considers proper
delegation of tasks to be critical to the success of a project and coined the pneumonic
SAFER to describe the steps in an effective delegation: S for specify results, A for ask
for a paraphrase, F is feedback along the way, E is evaluate results, and R is for
recognize performance. The leader must clearly articulate the output of the task and
confirm by the team member’s paraphrase that it is understood. The leader should get
feedback along the way as to progress being made and issues that have arisen, the
when the results are submitted they must we evaluated and the effort and output
must be explicitly recognized.
He promotes the sharing of responsibility among team members by finding ways that
they can build trust. He uses a technique from Mike Robbins’ Be Yourself, Everyone
Else is Already Taken, the simple exercise of exposing some vulnerability, each in turn
finishing the sentence, “If you really knew me, you’d know … ” He considers trust to be
the lubricant on well-run teams.
With respect to time management, he cites the metaphor used by Joel Peterson,
Chairman of the Board at JetBlue Airways and a professor at the Stanford School of
Business, of a jar to be filled with sand, small rocks and big rocks. If you put too much
sand in the jar, there is no room left for the rocks. If you put the big rocks in the jar
first, then the small rocks, then the sand, you can fit all three. The moral, of course, is
to put important things first and the lesser things last.
5. Major findings of the questionnaires
The questionnaires were not intended for distribution to the US audience.
31
6. Major findings of the focus groups
Dr. Eilif Trondsen of Strategic Business Insights, Inc., himself a professional with
decades of experience in the eLearning world and former executive director of the
eLearning Forum, convened a group of seasoned experts in international project
management, human resources and training, and game based learning initiatives at SRI
International in Menlo Park, California, on the morning of 21 March 2013. Attending
the session, including Dr. Michael Carter of Twin Learning LLC, were:
John Boring, Founder of Accelerate Learning & Development, for over a decade helping
companies develop leadership capabilities in their front line managers, previously in
human resources at Atari, Netscape, and Portal Software, and in program
management at Apple.
Richard Clark, currently Senior Curriculum Developer at Kaazing, has developed
training and eLearning systems for Intrepid Learning Solutions, GeneEd, Hewlett-
Packard, Verifone, Chromatic Research, General Magic, and Apple Computer.
Parvati Dev, PhD, President and CEO of Innovations in Learning has 35 years of
experience developing technology solutions applied to life sciences learning and
research problems. At Stanford University she founded and ran an internationally
recognized learning technologies lab, SUMMIT, with numerous firsts in multimedia,
web and simulation for medical education. At Innovation in Learning, she has been the
PI for federally funded subcontracts for development of medical virtual environments.
Lance Dublin, co-founded one of the nation's first fully accredited 'University Without
Walls,' and built Dublin Group, a company which became a leader in improving
individual and organizational performance and implementing large-scale change. Now
an independent management consultant, international speaker and author based in
San Francisco, he serves clients world-wide, specializing in strategy development,
program design, and implementation for corporate learning, change management, and
organizational development initiatives. He is the co-author of the capstone book in the
American Society for Training & Developement's e-learning series, Implementing e-
Learning and has contributed chapters and articles to numerous other books and
professional publications. Prior to this, Lance was the founder, Dean, and later Provost
of Antioch University/West, an innovative accredited bachelor's and master's degree
program serving 1,000 students in the western states and Hawaii.
Renate Fruchter, PhD is the founding director of the Project Based Learning Laboratory
(PBL Lab), lecturer in the Department of Civil and Environmental Engineering, and
Senior Research Engineer thrust leader of “Collaboration Technologies” at the Center
for Integrated Facilities Engineering (CIFE) at Stanford University. She leads a research
32
effort to develop collaboration technologies for multidisciplinary, geographically
distributed teamwork, and e-Learning. Her interests focus on R&D and larger scale
deployment of collaboration technologies that include Web-based team building,
synchronous and asynchronous knowledge capture, sharing and re-use, project
memory, corporate memory, and mobile solutions for global teamwork and e-
Learning. In addition, she has established in 1998 a strong research effort focusing on
the impact of technology on learning, team interaction, and assessment. She is the
leader and developer of the innovative "Computer Integrated Architecture/
Engineering/Construction Global Teamwork" course launched in 1993, at Stanford,
that engages universities from US, Japan, and Europe.
Clark Quinn, PhD is a recognized leader in learning technology strategy, helping
organizations take advantage of information systems to meet learning, knowledge, and
performance needs. He combines a deep background in cognitive science, a rich
understanding of computer and network capabilities reinforced through practical
application, considerable management experience, and a track record of strategic
vision and successful innovations. He is a well regarded speaker and author on human
performance technology directions. Clark has been involved in the design,
development, and/or evaluation of a wide variety of educational technology for over
30 years. Projects in which he has led design include educational games, mobile
learning applications, performance support tools, online conferences, web-based
learning, effectiveness evaluation methodologies, and adaptive systems. He keynotes
both nationally and internationally, and is the author of numerous articles, chapters
and the books Engaging Learning: Designing e-Learning Simulation Games, Designing
mLearning: Tapping Into the Mobile Revolution for Organizational Performance, and
The Mobile Academy: mLearning for Higher Education.
Jim Schuyler, PhD, CEO of Red 7 Communications, a virtual company which provides
technology strategy, business systems and knowledge management services to startup
companies. Red7 has also developed a technical infrastructure for mixed-reality
technologies—massive real-world learning games—and Jim works with a team of
experts who provide guidance to clients on learning-game development. He is best
known as an e-learning pioneer, though he works in many areas of computer science.
From 2003 through 2010 he was Chief Technical Officer of the Dalai Lama Foundation.
Prior to that, he was VP Internet Technology & Development for Leapfrog Enterprises
and VP Distance Learning Systems at Knowledge Universe Interactive Studio. He has
spearheaded the creation and launch of many World Wide Web sites, has designed
and built around a dozen computer-based instruction and groupware systems,
founded or helped found a number of software companies, and served as a senior
technology executive in a number of companies.
33
Harry Wittenberg, currently a Senior Training and Organization Development
consultant to Autodesk, designs and delivers organizational development and team
building programs, has managed teams in the creation and implementation of
innovative learning programs both online and in the classroom, provided strategic
planning with business partners for the design of sales training and a management
coaching program, implemented enterprise-wide Learning Management Systems,
conceptualized, developed, and delivered a complete staff development offering for
school district administrators and teachers, and created an innovative web-based
human resources training program at such companies as Autodesk, Apple, Genentech,
Charles Schwab, and Pearson Learning.
The discussion was begun with introductions, then Richard Clark launched right into
defining the problem of international project management, “Good luck getting
everyone to blend, essentially. Yeah, they might work together but they work together
in very individual ways. And that’s a macro-level, and micro-level project management
is often like that. You have a lot of different constituencies and a lot of different ... I
don’t want to call them problems, but a lot of different activities going on that
interlock, and so learning to manage the macro, you’re also learning the micro and
could be a place to start. Actually, it’s how do you build these connections across
these very diverse groups and begin working effectively? And that then filtered
through the specific project management skills develops a lot of those strengths. It also
develops a lot of general leadership strategies.”
Harry Wittenberg then described the challenges which a mature but innovative
technology company facing trying to make things happen around the world. The
significance of good communication within a company and its importance in staying
competitive was testified to as he discussed the issue in the context of the company
for which he works, Autodesk, “a medium-sized company, about 7,000 people, but
we’re based in 44 countries around the world and about 110 offices … if you can
imagine that the technologies are built on localized efforts that have then become
globalized, so we buy a little place in Czechoslovakia, we buy a little technology in
Israel, we have thousands of low-level developers in Shanghai trying to get some base
stuff down and innovating and getting a whole new market if you will by virtue of what
we do. … So the whole virtual team thing. … How do different cultures relate to
business dilemmas? How do people relate to problems when they come up and
culture, and just your own personal preference, kick in. How do you translate that?”
Both he and Renate Fruchter of Stanford then discussed the implications of globally
distributed project teams, including not only the potential for mis-communication
based on cultural differences, but physical and mental fatigue resulting from time
difference and time shifting. Moreover, collaboration is a key element in Autodesk’s
34
future competitiveness. As Mr. Wittenberg put it, “Collaboration is a huge thing for
the company as a product, how designer and engineers, well, anybody in the design
industry whether it’s architecture, whether it’s product design, or 3D, because we
make the software for 3D games and movies. So project people working together and
collaboration is huge, and what we’re trying to get into is not just cloud-based service,
but how do we enhance the interaction between people that are building stuff that
have very different responsibilities? How do we move designs from one place to
another on site or wherever the work is being done and getting people to collaborate
more real-time? And we’re building all of these social technologies to make that
happen as part of the workflow, as part of the work process.” Autodesk shares the lean
startups’ obsession with the customer experience. “They recognize that human
experience, customer experience, is a key factor to success for us. So there’s a whole
new shift to customer experience now, not just in terms of you being interfaced, but
services, collaboration, how do you get things from one place to another faster so that
people can iterate faster and be able to produce whatever it is they’re doing.”
Dr. Fruchter listed her Stanford lab’s approach to project based learning research. “We
are going to look at the five dimensions of time, space, culture, discipline, and you
have also the process in a cultural aspect and I do that with the managing care or
marketing, the manufacturing person and character through cultures in technology.
But what we find is that even the fundamental stuff, if we don’t get that out of the
way, the rest of it doesn’t work, and it has to do with motivating and incenting the
relationship.” She then went on to discuss how much firewalls inhibited collaboration.
This led to a discussion of dependence and interdependence, and compassion. Jim
Schuyler, who was CTO to the Dalai Lama for a while, shared his view. “I worked for
the Dalai Lama in a direct way, and his approach is to bring people back to compassion,
so fun, new compassion. His story starts when you’re a baby you’re totally dependent
on your mother or your parent, and as you get older you get into these complexities
that we’re talking about. The complexities just flow things together, so sometimes the
technology gets in the way of feeling compassion, of understanding the person as
another human being.”
Clark Quinn evoked the research of Bob Altemeyer on collaboration and competition.
“Which actually brings up one issue slightly in the notion of nature is when you give
people simulations … A certain group, a small subset, when they’re given big
simulations and a chance to work together, they will become totally competitive,
group with other like-minded people and totally try to destroy, not work and play well,
with anybody else. And the only way in his research to help break that down is
essentially to go back to this compassion and show that when you get to know other
people individually, they’re not evil. They’re not awful. But they have to see other
35
people behaving in the ways that you want them to behave, and they have to
understand that their way isn’t the only way. So it’s part of that whole process.”
John Boring described his own approach to simplifying project management. “We
looked at all these complexities of the interactions and all that. How do you teach
intuition? I went, well, faster, cheap. Pick two. Okay. In software, schedule, quality,
features. Pick two. In their particular problem it was people, schedule, and money. Pick
two. So we always had them working off these three, but they can only pick two, which
always left one out which created issues for other people on the team which created
competition. So we literally had board games where we put five people around board
games, seven people in seven teams in the room, and beat the hell out of the
competition and then debriefed around that. But it required social. It required you
breathing the same air. I’m not sure how to do it with technology.”
Lance Dublin, however, testified to learning how to do just that on a global basis by
watching how his 22 year-old son learns as he is launching his own company. “… it is
that constant, small iteration, reaching out into communities, finding and finding and
learning and finding and getting feedback which the media, the tools, allow you to do.
Then I watch the ones he throws away. Doesn’t spend any time on Twitter. Complete
waste; it’s older people; it’s this linear approach. … And I said how do you use
Facebook? What happened? Because they’re searching for the keys to these rapid
loops of knowledge that he needs to move this company along. I said what do you use?
He said there really isn’t ... I use my phone; I use email; I use text, and I have a
network. So I said what do you mean? I’ve got this one group that knows a lot about
programming. ... And I said why is that? Because I don’t know anything about it. I just
admit that. I link them in because they want to help me. Because they’re humans and
I’m a kid and they’re a kid and I’m launching a program. He says now I’m hooked into
all these programmers, and they’re linked into each other and helping me because I
have knowledge I didn’t know anything about. So what else? Well I didn’t know
anything about finance. Well how’d you do that? Well I found one person and he
linked me to somebody else. It’s like the curation notion that we’re talking about on
the Internet. It’s like human curation is faster so far, he’s found, than any technology.
.... And I say are they all in the United States? He goes no, geography is irrelevant.”
Parvati Dev recalled a simpler, more traditional version, “I think back to something that
used to happen in these meetings years ago where you had to say something personal
about yourself, nothing to do with work. And you had to talk about your cats or
something that made you real to other people. This sort of forces an opening, travel,
but it still opens you up.”
36
7. Conclusions and remarks
We don’t expect that what we took from the shelf and from our network will be that
distinct from the results of our colleagues’ research in their national contexts.
Wherever we turned the emphasis was on communication and how the lack thereof
was a certain indicator that the project or product or company was on the road to ruin.
As was focus, perhaps more critically for startups than more mature and diversified
enterprises, but part of the attraction of the agile approach is the discipline it takes to
segment massive efforts to reduce the friction associated by interdependencies.
While there is great enthusiasm in the corporate space to introduce competition
(badges, leader boards, etc.) into the training regimen, we would very much like to
emphasize that the real power of social games is their virality, and that as much
derives from the intrinsic satisfaction a player experiences in the games as from the
incentive to outdo a friend or colleague.
We also are finding more and more that succinct statements, even anecdotes, by
respected and experienced experts, if made available to learners at an appropriate
moment (“teachable moment,” “zone of proximal development”) impart a sense of
wisdom that they can associate with the intuitions they have been developing by
succeeding and failing at the task at hand.
So, in sum, we would like to see a role-playing simulation structured in such a way as
to be played as synchronously as possible to promote cogent communication among
colleagues and have the assessment and debrief exploit observations from world-class
experts. It is not so important that the underlying platform has as sophisticated
analytics as gamification platforms offer, nor that it have a global following in the
hundreds of millions as does Facebook, but rather that it ensure that those engaged in
the simulation are active in it with their colleagues while it plays out. That Socialcast
(acqui-hired by VMWare) has been successful in introducing a twitter-like
communication system into Fortune 10 companies like General Motors suggests that it
is possible to have, and therefore, simulate, the timely communication that social
media afford even within a traditional enterprise. This, it seems, might be the most
useful dimension that a social game for international project management could bring
to that community.