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What do *you* want in a Serious Games Seminar?

8 July 2008 by Clark 4 Comments

Ok, so you know I’ll be co-leading the eLearning Guild’s Summer Seminar Series on Immersive Learning Simulations with Jeff Johannigman (hope to see you there!).   We’ll be getting seriously into planning soon, and it occurred to me to find out your thoughts on what should be there.

It’ll be based at least somewhat on my tried and true workshop, but it’ll have Jeff’s expertise in game design, and a broader focus including at least separating ILS from Virtual Worlds.   So, what should absolutely be in there? What would be nice to have? What should we skip?   I’d like to have your input to make it as good as it can be!   So, your thoughts?   (And thanks in advance!)

Comments

  1. Ryan Herr says

    18 July 2008 at 10:28 AM

    In the outline, I saw “Design: Working through a case study.”

    Does that mean that the attendees will work through a design case study hands-on? Or does that mean that you will present a case study?
    In general, I’m interested in if the attendees can expect any hands-on experiences during the seminar, and if so, how much? Thanks!

  2. Clark says

    18 July 2008 at 9:35 PM

    Ryan, Jeff and I both agree that giving you hands on practice is one of our goals. We’re talking about doing two things: walking you through the steps of a case study, giving you some abbreviated versions of design tasks (we only have two days – these things take longer); and then giving you a chance to apply it more directly to your own learning needs, with support. In short there will very much be hands-on experience.

    Let’s be clear; it’s not programming games, it’s getting the design right, but that is what is critical anyways. As you’ll see. Hope that this answers your questions, and that we see you there!

  3. Ryan Herr says

    23 July 2008 at 8:02 AM

    “Let’s be clear; it’s not programming games, it’s getting the design right, but that is what is critical anyways.”

    Agreed. Not only is the design the critical part, but I think it’s harder than the programming, too. (I can program a game, but I don’t think I can design a great one for corporate learning … yet.) Plus, if the game design is solid, the programming & visuals doesn’t have to be over the top or glitzy. For example, I’m impressed by the First Aid game here.

    … Your original post asked, “What should we skip?” My suggestions are:
    1. Don’t preach to the choir. You don’t have to sell immersive learning simulations to us, the attendees are already self-selected believers or at least optimists.
    2. Anything that can be put in a handout, save it for the handout. Save as much time for hands-on, collaboration, and dialogue. Keep history, theory, and definitions to the minimum necessary for us to understand you, and put the rest in the hand-out. If it’s covered just as well in your book as you can cover it in person, then save it for your book, because seminar time is more expensive than buying a book.

  4. Clark says

    24 July 2008 at 4:04 PM

    Ryan, thanks again for the feedback. We may not need to preach to the choir, but I suggest we need to present the underpinnings that say why it’s not just smoke.

    Also, we will have handouts (or, rather, point to the necessary backstop material), but we will have to present enough framework to make the activities meaningful. We do intend to have much emphasis of hands on, however. Hopefully you’ll be happy with the balance.

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