Archive for the ‘social networks’ Category
Can Kinect make a difference within e-learning?
Wednesday, July 14th, 2010
Each month and week seems to see the launch of a new piece of technology for people to get excited about. Last month I saw that the Bigtrak is making a comeback! Companies are able to have global launch days that captivate their customers with their new product and service. The new Apple iPad launch has been a huge success with huge volume of units being sold in the first days. The e-learning community has rightly been excited by the iPad and the possibilities that it provides for mobile learning.
The kinect launch doesn’t seem to have been met with the same levels of excitement despite the possibilities that it provides for learners and developers. Originally called Project Natal kinect is a movement controller that allows you to control the software with your body movements, you don’t need to hold any type of device. Due to my interest in game based learning I’d be interested in the first promotional video and the opportunities that this could provide for learners and developers. When the Nintendo Wii was launched people were amazed about the new game controller and the way that it would change the way that we play games.
A few months after its launch I was thinking about how we could use the controller within an e-learning resource. After testing, reading, coding, prototyping we realised that we could develop flash games within the Wii browser and develop a series of game based learning resources. The development project was a success but for each user to benefit they would need a Wii device, something that we are unlikely to see within an office or school environment. Jonny Lee through his TED video had showed the possibility of the controller technology being used on its own and we had high hopes for a working alone device to reaching the market after time.
After E3 2010 the game industry was buzzing with hope that the Kinect technology will make it to the PC. The ability to use this device will open up new possibilities for designers that will allow learner to have an immersive experience. We don’t have any development costs or platform ideas but if we are able to have a device that works on a standard platform and supports PC development it can have a real difference. For example the driver assessment course that alongside actual drive training also has a hazard perception section using the device, a flight simulation or a adventure location based resource where you actually walk within the environment.
Kinect could offer a new device that will provide an interface that could make the same impact that the PC joystick made. The development of game based learning, virtual worlds and simulations appear to be the most platforms that will make the most of these technology. At the moment we don’t know the development platform or how much development costs will be but it looks like a very interesting movement.
Game Based Learning – What does this mean to you?
Wednesday, June 16th, 2010
First blog post for a while…
I started working in e-learning and games in the 90’s. During this time we have seen some amazing technical advantages and also seen some interesting advances within e-learning. In recent years games based learning or GBL has been a trend subject.
Game Based Learning does not only mean using games and hardware, game theory can be applied to e-learning design and your own resource development. Games are hugely popular across the world, the design of games does involve a development methodology and some of the elements may interest you.
For many people game based learning makes them think about brain train on their Nintendo DSi or something that is not serious. However there is another element of games and games design that is often missed – game theory. Within the development of computer games a whole range of skills are involved from creative writers, graphics designers, script writers, level designers and programmers. Here is a brief look at 4 elements of game theory that I consider when developing an e-learning or game based learning resource.
Reward
Nintendo has been using rewards within its games for several years. It you have played anyone of the super Mario titles you will be familiar with collecting golden coins as you move around the level or game. Even at the most basic skill level you can collate huge numbers of coins and you coins are freely available within the level.
As you collect coins these are converted into points or can be used within the game economy. The use of reward can also encourage the user to explore the level further in the quest for rewards. The placement of the coins can encourage exploration to areas that the user may previously have not thought of. This allows you as a designer to introduce other games elements, skills and content for those who have found them.
Within reward systems and game design Operant Conditioning is widely discussed and its principles influence many designers. This quote from gamedev.net describes it neatly
“Operant conditioning is the psychological principle that states that a person is motivated to do or not do an action based on whether they have been rewarded or punished for that action in the past. Operant conditioning principles also explain how to schedule rewards in order to maximize motivation to perform the action.”
Economy
At an end of a level users are often rewarded with their performance in terms of score. Some games also use the concept of the game economy. This allows users to ‘spend’ the reward points that they have collected. Depending on the game or resources this might be opened other levels, improving character performance or changing their appearance.
The use of an economy connects the user back to their achievements gradually, allowing them to be reward for smaller achievements and being able to receive benefit from them. In a recent e-learning course each time the learner completed the activity within each section they received a credit. Once they had completed the resource if they had the right number of credits we allowed them to play a ‘hidden’ game. This generated a buzz within the learner community who discussed how you accessed the end game. The only way to access the end game was if you had collected all of the credits. Learners were pleased about their reward at the end of the game and it generated a buzz around the learner community who also wanted to play the end game.
Recuperation
In many of the early arcade games you had 3 lives (attempts) to complete the game. For anyone of you who have played games like pitfall, nemisis, pac world or donkey kong you will remember what a challenge it was to move along the levels with only 3 lives! Recent games design has moved on, introducing the concept of health, allowing the user to continue their journey across the level even if they have made a mistake. The use of health does make the experience more realistic, increasing the game experience and encourages gamers to consider their actions in game.
Whilst it is still possible to lose all of your health, you may also have the opportunity to get additional health points back, often by completing a challenge. This allows the user to continue their game experience, stay engaged and learn about how their actions will affect their experience.
The game Gauntlet was one of the first games to use the concept of health to allow games to lose health and remain in game. It also allowed gamers to create health points as they moved through the level. This is a an interesting game to review as it was a game that could be played with up to 4 people sharing skill and health points to complete the level.
Problem Solving
The games industry has created games such as tetris and brain training that have all been involved around problem solving. However problem solving is a key element of all games from sports titles to simulations. The problem solving is gradual to allow the learner to develop their skills and then be presented with larger challenges as the game develops.
From my perspective I have been interested to see how internet based games have brought people together to play online games together and solve problems. Users will come across a rule or problem which is stopping progress, with other gamers then can create a strategy or discuss tactics. From this then can then develop a solution that allows them to more forward.
I have reviewed and studied many games to see how they have encourage groups of users to come together to solve problems and I’ve used many of these techniques in my own work. One of the early multi-player arcade game was called Gauntlet and it needed players to work together to reach the end of the stage. The game could be played on your own but it was a much rich and immersive experience when you added other users.

There is so much to game based learning and games design, you might have a different view. For me it involves taking elements of game design, game theory and development to enrich any e-learning resource, not just a ’serious’ game.
How do you build the perfect Learning Management System?
Monday, October 5th, 2009
You get together practitioners, vendors, suppliers, buyers and users to ask them what they want!
It was at the elearning network event on Friday 25th September that this took place. New Models for Learning Management had a number of interesting speakers with the highlight being an interactive session led by Barry Sampson and Matt Brewer.
Mike and Barry suggested looking at 4 key areas to define what learners and organisations actually want. They were:
- IT
- Learning & Development/HR
- Learners
- Management
After splitting the delegates into 4 groups Barry and Mike assigned each group a role and asked them to define the ideal requirement for their role. The following discussion and specification was excellent with some great ideas coming forward with the key themes being a need to focus on the requirements of the learner.
With each group having defined their ideal requirements there was a group discussion where the outcomes were discussed. With each group coming up with close to 50 requirements the subsequent LMS could well be getting near perfection!
Barry Sampson from the elearning network has taken all of the group outputs and will be creating a specification document/mind map that will be available on the elearning network website.
I was sat with 2 delegates who were looking to procure Learning Management System and this document could save them both a lot of work!
The session proved the clear benefit in getting together all of the stakeholders and user groups before building any session. If I refer back to my IT degree and more recently my PRINCE 2 course getting together all of the stakeholders is seen an integral part of the design of any system.
The size and scale of Learning Management Systems means that a custom approach is out of the reach of some organisations but it was surprising to note that some of the more basic requirements were not being covered by the LMS market. The increasing use of social media, online learning and informal learning will make it harder for Learning Management Systems to provide what learners actually need unless they can adapt.
This was a great session, we may have found the answer to how to specify the perfect Learning Management System but the key message for delegates to take home was whatever you are designing you need to get the views and opinions and everyone who is going to be affected. Always remember who you are designing for!
latest work on the iPhone
Thursday, July 16th, 2009
we are currently waiting for our developer status for the iPhone to be approved. Whilst we are waiting we’ve been trying a few things out. Here’s a sneak preview.
96,97,98,99…….100 twitter followers!
Wednesday, July 15th, 2009
At the time of writing (15th July 2009, 13:07) we have 99 twitter followers, ok we’re no Stephen Fry! I actually find it quite flattering that 99 people want to listen to what we have to say, we think that some of it quite interesting. There is a lot of debate about twitter and its merits, how to use it, business model etc. I’ve been interested to watch how the online community has used Twitter in so many different ways and shaped it to fit their needs. Already we are seeing Twitter spam, Twitter SEO and Twitter lead finding services all of which have followed the trends of previous online services.
Personally I’ve got a twitter fon on my iphone and have found it be really useful for quickly catching up on news whilst on the move and I’ve been able to communicate with people who normally I would never get the chance to. Bradly Wiggins is an english cyclist currently doing extremely well in the Tour De France who has replied to his following that his messages keep him going. Mark Beaumont is an adventure cyclist who is using twitter to keep in touch with his followers and I’m sure from his perspective its a lot easier than starting up the laptop and typing in a long form email.
From a learning perspective there has been quite a debate about how it can be used and whether it is of any use at all. In the past few days this has been highlighted further by the publication of sections of a report by an Intern at Morgan Stanley about how teenagers use Twitter. The FT and the Guardian both ran the piece as lead articles and its generated quite a buzz on the internet news boards. I’m not sure what it tells us about the use of twitter in learning!
Interestingly there are people using Twitter with young people and with schools how it can be used in education and training. I was preparing for a speaking event on game based learning last week when I came across a research video from UTC Dallas on Twitter in the classroom. I’ve also found that the University of Minnesota are also using social media and twitter in the classroom. Both videos show how they are using twitter and social networks to increase the contributions made within the classroom. As one teacher says in the video “If you are not engaging with the call you might as well hit a brick wall.” They’ll be lots more debate on the merits of twitter, if you are interested then these 2 videos might just provide a starting point.
At the E2BN conference Twitter and Twitterfall was used to great effect to capture questions from the floor during the seminars, ok you needed a mobile device with twitter but it allowed for a much more open question and answer flow. This was an event largely attended by teachers and I was amazed by the sheer numbers who were contributing. I’ll certainly be using twitter fall in future presentations alongside the traditional question and answer sessions.
back on twitter…
Wednesday, February 25th, 2009
we’ve just started to update our twitter account….again. We opened the account last year but didn’t really do much with it. We are going to integrate it into the site as an addition to our news and blog just so that any of us can post to it with news of what we are up to.
I’ve not been able to update via SMS yet but I’m hopeful that we’ll get that working at some point. IT would be excellent to be able to update via SMS and provide more remote updates on what is happening at RP.
At this moment in time we are taking some time to look at the practical uses of it….its quite fun and we are being followed by a few people at the moment. You can follow us at www.twitter.com/realprojects
social technology
Friday, August 15th, 2008
Several of us have been reading Groundswell over the past few weeks. On the groundswell website there is a cool app for finding out social technology profiles for a range of ages. You can find the app at:


