Is it a Game or a Simulation?
By Patrick Mileham

As Simpact editor and director of editorial development at NexLearn, I get the opportunity to speak and work with some of the most interesting thinkers in the e-Learning industry. This month, I want to share a portion of my conversation (albeit virtual) with Clark Quinn, director at Quinnovation and author of Engaging Learning: Designing E-Learning Simulation Games. In our exchange, Clark explains his take on the games versus simulation debate.

Simpact: For years we’ve known the best way to transfer learning is to recreate specific situations. I like to stress the importance of simulating company-specific, real-world scenarios that enable learners to experience the effects of both successful and unsuccessful decisions in environments where they won’t get hurt or bankrupt their company. After all, many “aha!” learning moments are generated by mistakes. As the learn-by-doing approach continues to gain momentum, many people ask if there’s a difference between simulations and games. How do you define the two categories?

CQ: Technically, a simulation is just a model. When you put a simulation into an initial state, and ask the learner to take it to a goal state (typically wrapped with a story), it's a scenario. Then, when you tune that experience until it's engaging, it's a game. In my terminology a game is a subset of a simulation. These distinctions are important. For instance, virtual worlds such as Second Life are not intrinsically scenarios or games, they're simulations.You can build scenarios or games into them, but they aren't inherently either. Similarly, just because you build a learning scenario, it's not a game until you tune the experience. You can't decide it's a game, your players will tell you.

The eLearning Guild's research on gaming and simulation (I was a part of the research team) found that too many people thought that “game” was a problematic word, so instead of “serious games” we coined the phrase "Immersive Learning Simulation" (ILS).

Simpact: In your book, you discuss “hard fun.” Elaborate on this phrase.

CQ: I found an alignment between the elements that optimize learning practice and the ones that make us prefer an experience. This alignment means that the best learning experience is also an engaging one (and gives you a handle on systematically designing them; even if it's desirable, if you can't do it reliably and repeatedly you're wasting your time). These elements include a story setting that's of interest to the learner and where the decisions made by the learner affect the outcome, with a tightly controlled level of challenge. Ideally, you tune that experience to the point that it's fun, but it's not too easy. You'll have to learn to accomplish the goals, and then you'll have to pay attention to achieve them, but you're motivated. That's what I mean by “hard fun.”

Simpact: Specific goals and relevant, believable challenges are critical to developing effective and engaging simulations. What do you think are the best uses of Immersive Learning Simulations?

CQ: I believe that the learning objectives that address organizational competitiveness and success are not about knowledge, but about the ability to make better decisions (yes, knowledge plays a role, but focus on the decisions first). When Sid Meier (famed developer of the Civilization series of games) said that "a game is a series of interesting decisions," he justified using games as a serious learning tool.

These environments, done right, offer deeply contextualized, motivating practice for the types of cognitive skills learners need. We're talking about putting important decisions to practice into a setting where they become interesting decisions. Even when it's about driving FedEx trucks, it's not about the motor skills, it's about the decisions about how to navigate, where to park, etc.

Simpact: We’ve recently experienced a dramatic rise in the number of people interested in simulations. As more companies realize that engaged learners are better learners, more trainers, CLOs and even CEOs are looking to incorporate sim-based programs into their existing training. What do you think the future holds for games and simulations in business training?

CQ: I think that we'll see scenarios used more often, and more correctly. This will happen as several things occur. First, they'll be more used as their learning effectiveness becomes known. Second, they'll become more used as the design processes are more widely understood. Finally, they'll become more used as efficient production solutions are explored.

I think we'll see more experimentation, too, and blurring the boundaries. For example, there's a lot of excitement around the use of virtual worlds right now. I think that's a good thing. Eventually, the unique properties of those environments will be understood, and use of them will get more targeted.

I also believe, sadly, that we'll continue to see some snake oil for the near future, as quite a bit of stuff will continue to be touted as learning games that either aren't really fun, or more worryingly have a lot of gloss but the underlying learning objectives have been compromised. There's way too much of that already, and until people really “get” the importance of high-level learning objectives, we'll see some bad examples.

Simpact: Do you have any advice for trainers or CLOs interested in introducing games or simulations to their employee training programs?

CQ: The first thing is to get meaningful objectives. Focus on the decisions that learners need to be able to make that'll have a big impact on the bottom line. Don't get sidelined into dumping knowledge. Drive the motivation to acquire the knowledge from the desire to successfully complete the scenario. It's often the case that courses are designed when the needs really are just information updates, or more about attitude than skills (though games can help here to).

Don't be put off by concerns over cost. The design overhead to take it to this next level is pretty marginal, and there are numerous ways to keep the development budget low whether using tools like SimWriter or outsourcing the production. If you don't get the design right, it doesn't matter how you build it. If you get the design right, there are a number of ways to get it produced.

You should be seriously looking at simulation games/ILS as a tool in your learning solution repertoire. Roll up your sleeves, get out there, find a critical decision that the organization needs people to make better, make the case, and start. Good luck!

 

Podcast

In this month’s Podcast, four NexLearn team members discuss virtual worlds, video games, MMORPGs, and different types of simulations, including Immersive Learning Simulations. Which types of games or simulations are suitable for helping people learn, and which environments are best suited for entertainment? And is there a difference between learning and entertainment? Watch the video Podcast to find out.

Video Version - 45.2 MB (20m 05s)
Download the Podcast now
Subscribe using iTunes
Subscribe using RSS Reader

Audio Version - 6.86 MB (19m 59s)
Download the Podcast now
Subscribe using iTunes
Subscribe using RSS Reader

Talk with a NexLearnian
April 11-13

Join us in Boston April 11-13 for the eLearning Guild 2007 Conference and Expo, and we’ll help you save $100! Just provide the NexLearn code 25GAC07 when you register for the conference, and you’ll receive a $100 discount. Stop by the NexLearn booth to learn about branching Immersive Learning Simulations and our custom capabilities. You’ll also be among the first to experience the very latest version of SimWriter—the most advanced Immersive Learning Simulation authoring tool. Ever! See you in Boston.

More Information
April Survey

Which of the following types of social simulations best suit your organization’s needs?

Leadership Training
  
 
Customer Service Skills
  
 
Sales Training
  
 
New Hire Orientation
  
 
Process Oriented Education
  
 
Other
  
 
Last Month’s Survey Results

How do you deliver/receive the majority of your e-Learning?

CD-ROM
  
 
LAN
  
 
Intranet
  
 
Web
  
 
Hand-held device
  
 
Ask the Expert

Question:
I’d love to incorporate e-Learning into my company’s training program, but my boss isn’t sure about investing the money. How can I convince him that e-Learning is an effective method for teaching our employees?

Answer:
The key word in your question is “investing.” While development of an e-Learning program might cost more than instructor-led courses in the short term, the impact that a computer-based program provides over the long term can be quite substantial. Imagine trying to educate 10,000, 1,000, even 100 employees. If you rely solely on instructors to perform one-time training, you must consider the cost and logistics of getting those people in front of every employee. If you decide to conduct a live Web conference or even tape the session for viewing at a later time, employees are limited to just watching and listening.

E-Learning programs can be taken at any time in any place. They fit into learners’ schedules rather than forcing employees to change their routines (which really improves those opportunity cost figures). Additionally, e-Learning allows users to actively participate in the learning process. And since we know that adults learn differently from younger people—meaning adults want to know how the new information, skills, processes, etc. relate to their own lives and experiences—custom courses can be developed to provide the most relevant information. Throw in Immersive Learning Simulations to let users actually apply their new knowledge and skills in virtual, real-world experiences that can change almost every time users retake the course, and you have an engaging training program that can educate thousands of employees for years to come.

Have a question about e-Learning or Simulation-based Learning? Send it to Expert.