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Agile Methods for Applying Agile Methods for Applying ADDIE to Serious Game ADDIE to Serious Game
DevelopmentDevelopment
Susan Coleman, PhD, CPTSusan Coleman, PhD, CPT
Ellen Menaker, PhD, CPTEllen Menaker, PhD, CPT
Talib Hussain, PhDTalib Hussain, PhD
Bruce RobertsBruce Roberts
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Agile MethodsAgile Methods
Agile means “quick and well-coordinated Agile means “quick and well-coordinated in movement, active, lively, marked by an in movement, active, lively, marked by an ability to think quickly”.ability to think quickly”.Agile methods rely on iterative Agile methods rely on iterative development and collaboration of multi-development and collaboration of multi-disciplinary teams and the customer.disciplinary teams and the customer.An agile approach enabled us to quickly An agile approach enabled us to quickly adapt to requirements in a complex adapt to requirements in a complex environment.environment.
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Purpose Of Our ResearchPurpose Of Our Research
PedagogyPlayer
Engagement
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Outcomes of our ResearchOutcomes of our ResearchEmpirically validated framework for Empirically validated framework for pedagogically sound game-based training pedagogically sound game-based training systemssystems
Effective and efficient instructional authoring Effective and efficient instructional authoring toolstools
Valid game-based assessmentsValid game-based assessments
Advanced psychometric analysis & reporting Advanced psychometric analysis & reporting tooltool
Automated performance assessment systemsAutomated performance assessment systems
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Performance SystemPerformance System
This serious game would be part of an This serious game would be part of an existing performance system.existing performance system.
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Performance SystemPerformance System
How would the performance system How would the performance system change?change?
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AnalysisAnalysisGetting information Getting information from each perspective. from each perspective.
Identifying LOs to drive Identifying LOs to drive the game vs LOs that the game vs LOs that match game events.match game events. Cognitive
elementsSimulated
context
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DesignDesignBalancing direct Balancing direct instruction and guided instruction and guided discovery in an discovery in an immersive game.immersive game.
Natural feedback vs Natural feedback vs purposeful feedback.purposeful feedback.
Fitting assessment Fitting assessment naturally into game naturally into game play.play.
Learn Play
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Balancing a story Balancing a story that supports game that supports game context vs context vs pedagogy.pedagogy.
Increasing levels of Increasing levels of difficulty.difficulty.
DesignDesign
Learn Play
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Final Game DesignFinal Game Design
Guided discovery with an adventure style Guided discovery with an adventure style gaming strategy, progressing through gaming strategy, progressing through levels of increasing challengelevels of increasing challenge
PrimingHigh-level framing
Access to informationNaturalistic interactions in a virtual world
Performance-based feedback & guidanceConsequences of actions reinforced
Performance summaryIndividual development plan
After
During
BeforeTraining Session
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DevelopmentDevelopment
Providing frequent iterations to evaluate as Providing frequent iterations to evaluate as a team.a team.
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ImplementationImplementation
Designing for a content novice but an Designing for a content novice but an experienced gamerexperienced gamer
Balancing revision to instructional design Balancing revision to instructional design while meeting software deadlineswhile meeting software deadlines
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EvaluationEvaluation
Effective usability Effective usability Intended learning gainsIntended learning gainsImpact on performanceImpact on performanceAccurate scenario Accurate scenario designdesignPlayabilityPlayabilityApplication of SOLApplication of SOLAppropriate assessment Appropriate assessment Effective feedbackEffective feedback
PedagogyPlayer
Engagement
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The Agile Approach to ADDIEThe Agile Approach to ADDIE
ProsProsRobust end-productRobust end-productHigh confidence that High confidence that product meets product meets requirementsrequirementsForces decisionsForces decisionsWorking product Working product produced early for produced early for buy-inbuy-inEarly testingEarly testing
ConsConsConfusion/dissention Confusion/dissention during the processduring the processDifficult to let go of Difficult to let go of ideas once ideas once implementedimplementedMore people involvedMore people involved
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Designed ExperienceDesigned Experience
Squire (2006, 2008) identifies theoretical Squire (2006, 2008) identifies theoretical issues in game-based learning:issues in game-based learning: Games as spaces for experiential learningGames as spaces for experiential learning Games as a context for discussionGames as a context for discussion Games as tools to think withGames as tools to think with Games as a space for exploring new identitiesGames as a space for exploring new identities
Cannon-Bowers et al. (1998) define the Cannon-Bowers et al. (1998) define the scenario as the curriculum.scenario as the curriculum.
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ConclusionConclusion
So much more is possible with gamingSo much more is possible with gaming Can do more with learning away from the job than we Can do more with learning away from the job than we
have ever been able to do before.have ever been able to do before.
We are We are designing experiencesdesigning experiences to help learners to help learners create understanding. create understanding. Must beMust be agile agile and open to new ways to and open to new ways to implement traditional instructional and gaming implement traditional instructional and gaming strategies and methods.strategies and methods.Have tools to facilitate communication and foster Have tools to facilitate communication and foster collaboration. collaboration. Bring your BEST designers to the learning Bring your BEST designers to the learning games table – this is not for the novices.games table – this is not for the novices.